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UE3 - UT3 Help with UT3 rocket launcher dual 6 shot

Discussion in 'Programming' started by ZippyDSMlee, Jun 15, 2014.

  1. ZippyDSMlee

    ZippyDSMlee New Member

    Joined:
    May 11, 2006
    Messages:
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    Yes the great bane to grammar nazis and competent coders everywhere has returned!

    With UT4 on the horizon I wanted to start back on code nawing UT3 and zippyfing(zanny/lulzy) the weapons.


    I can barely understand anything but I have managed to grasp a few operators and such even go the UT3 rocket launcher to load up 6-13 shots but I've hit a road block making it load up ammo on both fire modes.

    I've found the code bits that control which fire mode gets to load up.

    Code:
    simulated function WeaponFireLoad()
    {
    //zippy marker   part of main load code
    	SetCurrentFireMode(1);
    	IncrementFlashCount();
    
    	if (Role == ROLE_Authority)
    	{
    		FireLoad();
    	}
    
    	PlayFiringSound();
    	InvManager.OwnerEvent('FiredWeapon');
    	GotoState('WeaponPlayingFire');
    
    	//We've expended all our ammo, make sure the ammo geometry is hidden from view
    	if (AmmoCount == 0 && Instigator.IsHumanControlled() && Instigator.IsLocallyControlled())
    	{
    		HideRocket('MackRocketScale', true);
    		bIsAnyAmmoHidden = true;
    	}
    }
    Under simulated state WeaponLoadAmmo

    Code:
    	
       	simulated function BeginFire(byte FireModeNum)
    	{
    	//zippy marker
    		if (FireModeNum == 0)
    		{
    			LoadedFireMode = ERocketFireMode((int(LoadedFireMode) + 1) % RFM_Max);
    			WeaponPlaySound(AltFireModeChangeSound);
    		}
    
    		Global.BeginFire(FireModeNum);
    	}
    
    	simulated function TimeWeaponFiring( byte FireModeNum )
    	{
    	//zippy marker  main load code
    		SetTimer( GetFireInterval(1) , false, 'RefireCheckTimer' );
    	}
    
    
    
    
    
    
    		// If we have released AltFire - Just fire the load
    		//zippy marker   main load code
    		if ( !StillFiring(1) )
    		{
    			if ( LoadedShotCount > 0 )
    			{
    				// We have to check to insure we are in the proper state here.  StillFiring() may cause
    				// bots to end their firing sequence.  This will cause and EndFire() call to be made which will
    				// also fire off the load and switch to the animation state prematurely.
    
    				if ( IsInState('WeaponLoadAmmo') )
    				{
    					WeaponFireLoad();
    				}
    			}
    			else
    			{
    				GotoState('Active');
    			}
    		}
    
    
    
    
    simulated function AddProjectile()
    	{
    		WeaponPlaySound(AltFireSndQue[Clamp(LoadedShotCount, 0, AltFireSndQue.Length - 1)]);
    
    		// Play the que animation
    		if ( Instigator.IsFirstPerson() && (LoadedShotCount < 13) )
    		{
    			PlayWeaponAnimation( LoadUpAnimList[LoadedShotCount], AltFireQueueTimes[LoadedShotCount]);
    
    		}
    		//zippy marker    main load code
    		TimeWeaponFiring(1);
    	}
    More specifically

    Code:
    	SetCurrentFireMode(1);

    Code:
    	SetTimer( GetFireInterval(1) , false, 'RefireCheckTimer' );

    Code:
    	TimeWeaponFiring(1);
    Code:
    		if ( !StillFiring(1) )

    And yes I have the array set on both the primary and alt fire mode so its not missing that at least.


    Heres my current code file http://jmp.sh/VMMCx0p

    And lastly in "FireModeNum ==" calls can you use things like >= or ^ or |to have it phrase both modes? I know != excludes whatever mode is used at least.

    I am much better at textures than coding ><

    http://zippydsmlee.deviantart.com/art/UPDATE-Zippy-labs-Hellfire-Cannon-357259335

    http://img.photobucket.com/albums/v632/zippydsmlee/punisher-final-zippylabs-ut3_zps9e02f112.jpg


    Thanks for any and all info it helps it really dose even if its a waste on my idiot single celled brain. LOL
     
  2. Animus

    Animus bladiebladibla

    Joined:
    Sep 24, 2004
    Messages:
    258
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    0
    you want to load up more rockets then the standard 3?
     

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