SoSilencer
20th Nov 2001, 01:58 PM
Here are 2 quick questions for you guys. First, how do I reference the pawn that the current client owns. In a simulated script in one of my projectiles I want to compare a value from the player replication info from the shooter and the client like this.
FMax(uta_pri(playerreplicationinfo).particlespacing, uta_pri(whatever-references-the-pawn-owned-by-the-machine-this-is-running-on.playerreplicationinfo).particlespacing);
The other question relates to this situation where I have 3 long meshes in a row with X being the origin of each mesh.
X1-------------X2---------------X3----------------
It works except you run into a bug in the following situation where player P, when looking to the right, won't see beam segment 1 because he/she can't see the origin of beam segment 1. Is there any way to force the game to draw that mesh or clue the game into the fact that the mesh is very long and the player indeed can see it?
X1--P----------X2---------------X3----------------
FMax(uta_pri(playerreplicationinfo).particlespacing, uta_pri(whatever-references-the-pawn-owned-by-the-machine-this-is-running-on.playerreplicationinfo).particlespacing);
The other question relates to this situation where I have 3 long meshes in a row with X being the origin of each mesh.
X1-------------X2---------------X3----------------
It works except you run into a bug in the following situation where player P, when looking to the right, won't see beam segment 1 because he/she can't see the origin of beam segment 1. Is there any way to force the game to draw that mesh or clue the game into the fact that the mesh is very long and the player indeed can see it?
X1--P----------X2---------------X3----------------