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Rockets shooting out of Flak Cannon

Discussion in 'Ask a Coder' started by 187umKilla, Feb 27, 2002.

  1. 187umKilla

    187umKilla New Member

    Joined:
    Aug 30, 2001
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    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');
    }
    }
    ==============================================
     
  2. Smoke39

    Smoke39 whatever

    Joined:
    Jun 2, 2001
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    Make
    Spawn(class'FlakSlug',,, Start,AdjustedAim);

    Be
    Spawn(class'RocketMk2',,, Start,AdjustedAim);
     
  3. 187umKilla

    187umKilla New Member

    Joined:
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    thanks that was quick
     

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