Summon is Sum U2FlashL.U2FlashL
Command to activate is flash and to deactivate unflash....this is basically that flashlight leftover but now working.
Although it looks better if you place the U2flashlightbeams in some subtracted cube, rebuilt and changed the light to dynamic one. When applied to staticmeshes and inagme it looks crappy and way too spread out.
I could have make use these functions in U2playercontroller, but I decided to make new exec functions as it is in grapple or jumppack(which doesn't work either):
Command to activate is flash and to deactivate unflash....this is basically that flashlight leftover but now working.
Although it looks better if you place the U2flashlightbeams in some subtracted cube, rebuilt and changed the light to dynamic one. When applied to staticmeshes and inagme it looks crappy and way too spread out.
I could have make use these functions in U2playercontroller, but I decided to make new exec functions as it is in grapple or jumppack(which doesn't work either):
Code:
exec function ActivateInventoryItem( class InvItem )
{
local U2Inventory Inv;
Inv = U2Inventory(Pawn.FindInventoryType(InvItem));
if ( Inv != None && Inv.bActivatable )
Inv.Activate( false );
}
//-----------------------------------------------------------------------------
exec function DeactivateInventoryItem( class InvItem )
{
local U2Inventory Inv;
Inv = U2Inventory(Pawn.FindInventoryType(InvItem));
if ( Inv != None && Inv.bActivatable )
Inv.Deactivate();
}
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