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vlosk
7th Sep 2001, 07:09 PM
Well, I mean to do a few things with this thread...

First, I would like to offer a position to any interested individual (no experience required, though an example of work is) to join our team... though the project is developing swiftly; we are rather short in the coding department...

Now, please hear me out; this is not the normal recruitment message, and our project is not a standard mod... we are negotiating funding and thus a full license of the engine, hopefully be Christmas, and though what happens now is done for free, there will likely be fair bit of $ to pass around once the funding is finalized.

As for the second part of this thread, I am wondering if there is anybody out there who can offer some suggestions about arresting playing input... We have developed a full-featured vehicle class, but the actual movement dynamics are being a royal pain... namely things like strafe and such. The problem is not restricting player movement, but using such input to effect the controllable's physics, if the input type is allowed in that particular class...

And for the last question, one of our weapons requires the alt-fire to destroy it.... namely throw it away as a projectile instead of a pickup. This isn't much of a problem, the drop component at least, but the problem with using that style of throw is that it does not destroy the weapon... By adding a destroy() call, I can kill the weapon after the throw, but the weapon switch is not working correctly through the usual methods... thus when you press alt fire, they weapon is thrown, and appears gone, but you are not left holding a weapon. (On a side note, I cannot use anything ammo related as it shares an ammo pool with some other guns)

Thank you for your help, and congratulations to whoever is behind the Chimeric makeover!

A 'Vlosk’' Czarnietzki
-VP of Nine Fires Development

Postal
7th Sep 2001, 09:51 PM
Still using the rocketboots?

Umm try this

DropFrom();
Pawn(Owner).Switchtobestweapon(); (Not sure if I got this right, check the automag)

You could use that to drop the weapon, then switch to the best weapon.

Or you could have it call a special fireing function, then destroy.

vlosk
8th Sep 2001, 02:47 AM
First, yes and no.... we are using the Jetboots, but we have had to re-code it from scratch. though the new class is not fully stable yet, i would suggest avoiding the type of timmer you are using, and e-mail me sometime about netcode and such physics...

Second, that is what iI tried out at the beginning, and those calls simply fail, for bots and humans, leaving you without a gun until you switch manually...

Postal
8th Sep 2001, 07:55 AM
I never reayl understood net code, that my weekness, I got the general idea, but I cant test it or so forth ;-(, and I wanted a simple jetpack, not any fancy physics like UJet, but shoudl you use that, that would be great.

e-mail me the uc, I will look at it conficidently, see if I can help.

Postal
8th Sep 2001, 07:57 AM
use Postal@PlanetUnreal.com

Magus {DarkMagic}
8th Sep 2001, 08:01 PM
You could always try something along this line (it should work, never tested though):

local Weapon w;

....
....

DropFrom();
w = GetWeapon(Pawn(Owner));
Pawn(Owner).weapon = w;

....
....

function Weapon GetWeapon(Pawn P)
{
local inventory inv;

for(inv = P.Inventory; inv != NONE; inv = inv.inventory)
{
if(inv.isa('Weapon');
{
return Weapon(inv);
}
}

//guess what you have no weapon Argggg!!!
return none;
}

vlosk
10th Sep 2001, 02:45 PM
and though it looks like it _should_ work, but it doesn't... :(