View Full Version : Making weapons invisible.
18th Sep 2001, 09:14 AM
Hi guys! I have one major problem! I cant make the weapons that all players are holding in their hands. I have written a mutator to basically turn all players into invisible and they became more invisible as they gain frags. My main problem is, the whole player becomes invisible except the gun! Is there a way to make the guns disappear? Please help me, thanks!
18th Sep 2001, 09:43 AM
look at the code for the UT invisibility powerup.
18th Sep 2001, 07:38 PM
Where? In the Inventory?
18th Sep 2001, 08:28 PM
19th Sep 2001, 08:58 AM
Okie dokie! I will tell you if its correct.
20th Sep 2001, 09:39 AM
Invisibility pick-ups wont work :(
20th Sep 2001, 09:06 PM
Whadya mean they won't work?
20th Sep 2001, 11:12 PM
It uses bHidden but I wanna use ScaleGlow so that players will get more invisible as they gain frags. You know what I mean? Email me so that you can be my tutor :) or if you do not wanna be one, teach me!
20th Sep 2001, 11:30 PM
Well, maybe you should check out the UT_Invisibility pickup Inventory->Pickup->TournamentPickup->UT_Invisibilty. And check out the function WeaponChange() and some of the other functions could be useful. It is probable more of what you are looking for then the original Invisibility pickup.
20th Sep 2001, 11:43 PM
As I said, it uses bHidden instead of ScaleGlow. I want something that uses ScaleGlow.
21st Sep 2001, 08:22 AM
Actually it does not use bhidden.
Look into the code and you'll see that it uses SetDisplayProperties on the weapon of the pawn! But you can't set the degree of visibility. A workaround would be to have multiple textures with different shadings.
21st Sep 2001, 08:27 AM
21st Sep 2001, 08:41 AM
There are two invisibility items in the inventory, one is Invisibility and the other is UT_Invisibility. And UT_Invisibility does work how you want it to with scaleglow, since we used it to do a camo effect for Dark Magic were the player disappears if they stand still over time. I would paste the code but it is pointless since it is almost exactly like the UT_invisibility exact we have a timer that slowly fades away the pawn if they have not moved, using scaleglow.
21st Sep 2001, 06:12 PM
Lol, everyday's a new day to learn. Btw Darkmagic really owns and I wait for upcoming gametypes ;)
21st Sep 2001, 11:38 PM
Why dont you try to paste it without the invisibility to fall off after the time limit.
My point is, that invisibility should not fade away after sometime and it should keep on being much invisible after a player has killed a player.
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