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#1 |
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Registered User
Join Date: Mar. 8th, 2003
Posts: 202
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Ut2003 StrangeLove
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?
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http://gameoverserver.com/ Last edited by CVROY; 5th Feb 2004 at 04:58 PM. |
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#2 |
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Set bBehindView to true.
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#3 | |
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Registered User
Join Date: Mar. 8th, 2003
Posts: 202
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Quote:
Right on I'll try that ![]() Thanks!
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http://gameoverserver.com/ |
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#4 | |
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Registered User
Join Date: Mar. 8th, 2003
Posts: 202
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Quote:
![]() 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'
}
__________________
http://gameoverserver.com/ Last edited by CVROY; 6th Feb 2004 at 03:39 PM. |
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#5 |
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You've forgotten to use those [code] tags
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#6 | |
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Registered User
Join Date: Mar. 8th, 2003
Posts: 202
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Quote:
![]() I am lost... these simple things always elude me... I make small things into big projects without trying...lol
__________________
http://gameoverserver.com/ |
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#7 |
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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. |
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#8 |
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I meant when you posted the code above. Use the [code] [ /code] tags to preserve the formatting and stop the moderators bugging you
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#9 |
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Registered User
Join Date: Mar. 8th, 2003
Posts: 202
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Ooohhhhh!
Sorry bout that, will change it
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http://gameoverserver.com/ |
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