Ut2003 StrangeLove

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CVROY

New Member
Mar 8, 2003
202
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0
I have code for the Ut2003 strangelove, but it need a bit of final tweaking.

I want it to go to 3rd person view automatically when you fire it in secondary fire mode. anyone know what lines of code I would add, or maybe could look at the classes for me?
 
Last edited:

CVROY

New Member
Mar 8, 2003
202
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[SAS]Solid Snake said:
Set bBehindView to true.

When I add that to the default properties it gets a compile error:(

Here is the class
-----------------------------------------------------------------------
Code:
class SLFire  extends RedeemerFire;


//SLProjectile
function Projectile SpawnProjectile(Vector Start, Rotator Dir)
{
        local Projectile p;

	local vector newloc;

	//if (ShouldJumpOff())
	//	return none;

	p = Super.SpawnProjectile(Start,Dir);
	if ( p == None )
		p = Super.SpawnProjectile(Instigator.Location,Dir);

	if ( p == None )
	{
	 	Spawn(class'SmallRedeemerExplosion');
		HurtRadius(500, 400, class'DamTypeRedeemer', 100000, Instigator.Location);
		return none;
	}
	else
	{
		BoomStick(Weapon).SLProjectile=SLProjectile(p);
		SLProjectile(p).ShootingInstigator=SLProjectile(p).instigator;

		instigator.SetPhysics(PHYS_Trailer);

		p.Attach( instigator);

		instigator.SetBase(p);


		newloc=vect(0.00,0.00,0.00);
		newloc.Z += 15;
		instigator.SetRelativeLocation(newloc);


		instigator.Velocity=SLProjectile(p).Velocity;
		instigator.Velocity=SLProjectile(p).Acceleration;



	}

	bIsFiring = false;
    StopFiring();

   return p;
}

simulated function bool ShouldJumpOff()
{
	if (BoomStick(Weapon).SLProjectile!=None
	//	&& BoomStick(Weapon).SLProjectile.bFlyingSL
		)
	{

		BoomStick(Weapon).SLProjectile.bFlyingSL=false;
	//	instigator.SetPhysics(PHYS_Falling);
		BoomStick(Weapon).SLProjectile.ShootingInstigator=None;


	//BoomStick(Weapon).SLProjectile.Detach( instigator );


		BoomStick(Weapon).SLProjectile=none;
		Weapon.Owner.SetBase(none);

	//	PlayerController(Pawn(Weapon.Owner).Controller).Gotostate('PlayerWalking');
		Weapon.Owner.SetPhysics(PHYS_Falling);


		Pawn(Weapon.Owner).JumpOffPawn();

		return true;
	}
	return false;
}

simulated function bool AllowFire()
{
	if (BoomStick(Weapon).SLProjectile!=None)
		return true;

	return Super.AllowFire();
}


event ModeDoFire()
{

	if (BoomStick(Weapon).SLProjectile!=None)
		if (ShouldJumpOff())
		{
			bIsFiring = false;
			Weapon.PutDown();
			return;
		}
	Weapon.SetOverlayMaterial(FinalBlend'XEffectMat.InvisOverlayFB', 60.0, true);
	Super.ModeDoFire();

}

defaultproperties
{
     bWaitForRelease=True
     AmmoClass=Class'wgsstrangelove.SLAmmo'
     ProjectileClass=Class'wgsstrangelove.SLProjectile'
}
 
Last edited:

CVROY

New Member
Mar 8, 2003
202
0
0
Radiosity said:
You've forgotten to use those
Code:
 tags ;)[/QUOTE]

I added  bBehindView=True to the default properties and no go:(

I am lost... these simple things always elude me... I make small things into big projects without trying...lol
 

Payback

Ive got a big stick
Nov 21, 2002
94
0
0
ahl.action-web.net
When Solid Snake said set bBehindview to true he didnt mean just set it. He meant when you start the secondary fire, change bBehindview to true, and reset it to false after you are finished firing.

NB. bBehindview is a variable in the PlayerController so you'll have to reference the controller when you set it.