Ok, I posted about a problem I had a while back about trying to get a seekingrocket that I spawned @ the explosion of an origional rocket to seek the target you were locked onto. I suceeded in getting a 2ond rocket to spawn, but it didn't seek b/c it didn't pass a seektarget onto the spawned seekrocket. I got stumped on trying to get the rocket to seek, so I moved onto coding other weapons.
I'm now working on the weapon w/ the seekingrocket, but this time I think I have the solution: <b>call the origional spawnprojectile function from the initial rocketlauncher (the one that passes the seektarget) instead of calling an explosion.</b> Here is teh code:
the function is called instead of the explode function.
Here is the error I get apon UCC compile:
I'm now working on the weapon w/ the seekingrocket, but this time I think I have the solution: <b>call the origional spawnprojectile function from the initial rocketlauncher (the one that passes the seektarget) instead of calling an explosion.</b> Here is teh code:
Code:
function Projectile Spawn2(Vector Start, Rotator Dir)
{
local Projectile p;
p = RocketLauncherC(Weapon).SpawnProjectile(Start, Dir);
if ( p != None )
p.Damage *= DamageAtten;
return p;
}
the function is called instead of the explode function.
Here is the error I get apon UCC compile:
Code:
RocketProjC.uc(105) : Error, Bad or missing expression in '='
Compile aborted due to errors.