Player Start

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
Hi guys. I am now working on my first project and i am wondering about how to do three things. Just tell me if you can help.
1) How can i make it so that the player starts with no inventory?
Would i have to somehow (atm i wouldn't know how) have to call DiscardInventory ?
2) How can i have it that after the player clicks to start the game, they can't move for around 4 seconds as it is in CS and UT 'realism' mods?
and finally 3) Is it possible to play a sound saying 3, 2, 1, Go! With the Numbers appearing on the screen at the same time?

Uggh. Thats a mouthful. But if you can help me even on just one of these subjects i will be very grateful.
Thanks.
 

Magus

New Member
Oct 7, 2001
69
0
0
Visit site
1. Well if you are making a new gametype you should be able to do this by just using:

function AddDefaultInventory( pawn PlayerPawn );

in your gametype.

2. I would recommend looking at the StartMatch() funciton in DeathMatchPlus, you should be able to do what you want from here i would think.

3. Yes, you could make it so the you play a sound, and display the number on the screen at the same time. The implementation may vary slightly depending on where you want to do it.
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
I just want it nice 'n massive on the screen.
And what do you mean by just saying:
function AddDefaultInventory( pawn PlayerPawn ); ??
Do you mean that if i just leave it blank then you will start with nothing? Is that right?
 

aspie

It's all good baby.
Feb 24, 2001
315
0
0
40
Australia
Record the four sounds:
3
2
1
Go
and create four textures
3
2
1
Go
put these in your package
then call a timer function every second to change the image while calling the tick function to change the size, render it in your hud, (using a bool to check the game status).


P.S. Good to see more aussies around
 

Magus

New Member
Oct 7, 2001
69
0
0
Visit site
Normally in AddDefaultInventory(pawn playerpawn), if would give the player the enforcer, and translocator (if allowed). By placing the ; at the end of function AddDefaultInventory(pawn playerpawn) you would be overriding the function in the parent class. In the case of this function the pawns would get nothing when this function is called.

Note:
function AddDefaultInventory(pawn playerpawn);
function AddDefaultInventory(pawn playerpawn){}
are basicly the same thing

Yes, the bots call this function also when they get their weapons.
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
About point number two, i was looking in DeathMatchPlus, and in StartMatch() i found this:
ForEach AllActors(class'TimedTrigger', T)
T.SetTimer(T.DelaySeconds, T.bRepeating);
if ( Level.NetMode != NM_Standalone )
RemainingBots = 0;
GameReplicationInfo.RemainingMinute = RemainingTime;
bStartMatch = true;
I'm guessing i have to change the Delaytime, but how would i go about doing this? How do i assign it a value?
 

Magus

New Member
Oct 7, 2001
69
0
0
Visit site
Where it says: T.SetTimer(T.DelaySeconds, T.bRepeating);
replace T.DelaySeconds with 1.0 for 1 sec, 2.0 for 2 sec, etc...
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
that's what i thought, but how do i replace it?
What exactly do i replace? and where?
Because it would still have to say T.Delayseconds wouldn't it?
or could i say something like t.delayseconds=xxx?
 

Magus

New Member
Oct 7, 2001
69
0
0
Visit site
function StartMatch()
{
.....
ForEach AllActors(class'TimedTrigger', T)
T.SetTimer(5.0, T.bRepeating);
if ( Level.NetMode != NM_Standalone )
RemainingBots = 0;
GameReplicationInfo.RemainingMinute = RemainingTime;
bStartMatch = true;
......
}
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
Ahh! Thanks, i understand now! I'll go give it a whirl.
So far, my mod's going quite well. I have the base gametype down and there's virtually no remains of a HUD :)
It'll be time to build my own HUD soon....ARRRGGHH!!