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#1 |
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Registered User
Join Date: Aug. 30th, 2001
Posts: 2
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Rockets shooting out of Flak Cannon
How would I manage to do this ....
Shoot a rocket out of my Flak Cannon. Alright, Now I am a newbie to Uscript but I know basic things. I exported all my .uc files and they're currently in folders. I made my own package called MyMod and its in EditPackages in UT.INI. I know how to make it a Mutator but, lets say I got in the flak Cannon properties .uc file ------------------------------------------------------------------------------------ // UT_FlakCannon. // ================================================== =========================== ProjectileClass=Class'Botpack.UTChunk' AltProjectileClass=Class'Botpack.flakslug' ------------------------------------------------------------------------------------ // UT_Eightball. // ================================================== =========================== ProjectileClass=Class'Botpack.RocketMk2' AltProjectileClass=Class'Botpack.UT_Grenade' Alright, Now, lets say I copy UT_FlakCannon.uc into my C:\UnrealTournament\MyMod\ and edit it so it says this ( what I want to do is make it so when I hit right click it actually shoot the secondary rocket ) ProjectileClass=Class'Botpack.UTChunk' AltProjectileClass=Class'Botpack.UT_Grenade' Then, shouldn't I be able to recompile and when I secondary fire it shoots out a Eightballs secondary fire.. Well I thought it would be that easy....but its really not. Maybe you could help me out.. I found a tutorial to make a FlakCannon change to a 'MultiCannon' or something but it wasnt working, but what it was saying is that you have to change these properties.... ============================================== function AltFire( float Value ) { local Vector Start, X,Y,Z; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.UseAmmo(1)) { Pawn(Owner).PlayRecoil(FiringSpeed); bPointing=True; bCanClientFire = true; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset(); Spawn(class'WeaponLight',,'',Start+X*20,rot(0,0, 0)); Start = Start + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustToss(AltProjectileSpeed, Start, AimError, True, bAltWarnTarget); Spawn(class'FlakSlug',,, Start,AdjustedAim); ClientAltFire(Value); GoToState('AltFiring'); } } ============================================== |
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#2 |
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Make
Spawn(class'FlakSlug',,, Start,AdjustedAim); Be Spawn(class'RocketMk2',,, Start,AdjustedAim); |
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#3 |
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Registered User
Join Date: Aug. 30th, 2001
Posts: 2
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thanks that was quick
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