I'm making a strangelove 'vehicle'. Right now it extends the ASVehicle_SpaceFighter_Human since it provides all the dirty movement code that I would not like to code.
My problem is that I can't make it kill people upon explosion(after collision with anything), yet NOT kill my teammates, and even decrease my score!
Ok, I even tried spawing a redeemer missile and letting it explode. It still lets me kill my teammates .
This just stubbornly kills all players. If they happen to be on my team, I loose one point for each kill.
It never logs "No instigator, so its all right. I even loose score for killing my team mates
I have tried extending the ONSVehicle because I know that they have better support for this kind of thing, but that means that I have to write my own replication code from scratch, and I have to actually make it fly.
My problem is that I can't make it kill people upon explosion(after collision with anything), yet NOT kill my teammates, and even decrease my score!
Ok, I even tried spawing a redeemer missile and letting it explode. It still lets me kill my teammates .
Code:
class MyVehicle class extends ASVehicle_SpaceFighter_Human;
....
state Dying
{
function BeginState()
{
local RedeemerProjectile RP;
RP = spawn(class'RedeemerProjectile',,,Location,Rotation);
RP.bHidden = true;
RP.Team = Instigator.GetTeamNum();
RP.Instigator = Instigator;
if(Instigator != none)
{
RP.InstigatorController = Instigator.Controller;
}
else
{
log(Self@"No instigator");
}
RP.BlowUp(Location);
}
}
This just stubbornly kills all players. If they happen to be on my team, I loose one point for each kill.
It never logs "No instigator, so its all right. I even loose score for killing my team mates
I have tried extending the ONSVehicle because I know that they have better support for this kind of thing, but that means that I have to write my own replication code from scratch, and I have to actually make it fly.