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#1 |
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Probably Confused!
Join Date: Jan. 1st, 2002
Posts: 40
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What code do I need to make a UT pistol that reloads and all that stuff? Is there a mod that I can refer to for scripts??
Sorry for asking the same question in two posts.. Thanks in advance, -Rainbow Six |
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#2 |
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If you mean automatically reload after a certain amount of ammo is used, look at the code of UnrealShare.AutoMag or EIBotpackUpgrade.EI_EnforcerReload. [pimp]Enhanced Items mod from my homepage[/pimp]
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Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#3 |
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Probably Confused!
Join Date: Jan. 1st, 2002
Posts: 40
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Yeah, I'll check out the Enhanced Items. Thanks abunch!
-Rainbow Six |
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#4 |
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I want you to post that tutorial for the Enhanced Items mutator. I am in the uncomfortable position in uscript where I would know what everything means if I could figure out where the hell all these out-of-class references come from. I find it quite irritating. I get it but I can't get it.
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A Haiku The people who say Never say never, always Forget their own rule. Share the knowledge: Unreal Wiki |
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#5 |
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Probably Confused!
Join Date: Jan. 1st, 2002
Posts: 40
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Hey!
I checked out the Enhanced Items, but no help. It has all that Slave/Master junk, and it uses stuff from it's Parent. (EnhancedWeapon) And, how do I align the Muzzle Flash in the first person view? What variables control that? Is there a way other than hacking at it? KEWL MOD, THOUGH! -Rainbow Six |
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#6 |
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I had this idea, but have not had the time to implement it yet:
Copy the code of a weapon into a text file and comment about what everything does (or at least what you can figure out) and then post that commented code to the forums and get everyone else to fill in the gaps. I thought it might help for us early coders. Would people actually pay attention to me if I did that?
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A Haiku The people who say Never say never, always Forget their own rule. Share the knowledge: Unreal Wiki |
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#7 | |
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Quote:
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#8 |
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Score! As soon as I get my hands on some uscript I will comment and post [hint]unless someone beats me to it[/hint].
__________________
A Haiku The people who say Never say never, always Forget their own rule. Share the knowledge: Unreal Wiki |
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#9 |
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OK, I'll continue with the tutorial, but you'll need some knowledge in UnrealScript to understand it. (only basic stuff)
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#10 |
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Basic knowledge I have, it is all the specific class-reference that I need exposure to (i.e. zoneinfo.gravity or whatever). It's the stuff that only appears once (as in only one weapon or pickup, like carrying dual enforcers) that needs explaining.
__________________
A Haiku The people who say Never say never, always Forget their own rule. Share the knowledge: Unreal Wiki |
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