Working Flashlight(somewhat)

  • 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.
Status
Not open for further replies.

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
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):
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();
}
 

Attachments

  • U2FlashL.rar
    1.8 KB · Views: 23
Last edited:

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
There is a link to attachment, it works fine for me (and I'm using text based browser mind you) I just tried..I even forgot about this to be honest.
 
Status
Not open for further replies.