does anyone here understand the mysteries of SpecialDamage?
I'm using the SpecialEvent trigger in a level, set to the DamageInstigator state, with the DamageString property set, but I'm not getting the message when the trigger kills me in the game.
Not really a coding question, I know, but the Ed board is drawing a blank on this one & I suspect the answer lies in the code somewhere...
there remains the possibility that this is a wild goose chase, and it's another of those little bits of unrealscript that Epic didn't get round to finishing -- leaving the building blocks lying around to tantalize us with what might have been.
In that case, how do I have a triggered damage show up a specific message, with the usual player name parsing, when the player dies from it?
snip from SpecialEvent class
I'm using the SpecialEvent trigger in a level, set to the DamageInstigator state, with the DamageString property set, but I'm not getting the message when the trigger kills me in the game.
Not really a coding question, I know, but the Ed board is drawing a blank on this one & I suspect the answer lies in the code somewhere...
there remains the possibility that this is a wild goose chase, and it's another of those little bits of unrealscript that Epic didn't get round to finishing -- leaving the building blocks lying around to tantalize us with what might have been.
In that case, how do I have a triggered damage show up a specific message, with the usual player name parsing, when the player dies from it?
snip from SpecialEvent class
Code:
state() DamageInstigator
{
function Trigger( actor Other, pawn EventInstigator )
{
Global.Trigger( Self, EventInstigator );
if ( Other.IsA('PlayerPawn') )
Level.Game.SpecialDamageString = DamageString;
Other.TakeDamage( Damage,
EventInstigator, EventInstigator.Location,
Vect(0,0,0), DamageType);
}
}