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Postby Snakey » Sun Sep 04, 05 4:32 pm

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Sexy,yes?
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Postby Alex » Sun Sep 04, 05 5:45 pm

Isn't that just some drugs vial with another skin?
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Postby Snakey » Sun Sep 04, 05 6:04 pm

Ah yes.
But they will be made to activate augs, put into a mod and compiled very soon.
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Postby Dae » Sun Sep 04, 05 6:05 pm

€$ñãkÚ¥€ wrote:Ah yes.
But they will be made to activate augs, put into a mod and compiled very soon.

Why not use default augmentation cannisters from single player?
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Postby Snakey » Sun Sep 04, 05 6:07 pm

They work in Multiplayer? o_O
Besides, these Hybrid vials look sexier
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Postby Dae » Sun Sep 04, 05 6:16 pm

€$ñãkÚ¥€ wrote:They work in Multiplayer? o_O
Besides, these Hybrid vials look sexier

They don't but why, i thought you're adding your own code, arent you?

Code: Select all
// This is a simple example that gives speed aug to player
// via frobbing the can
class SpeedAugCan extends DeusExPickup;

state activated
{
    function beginstate()
    {
        DeusExPlayer(Owner).AugmentationSystem.GivePlayerAugmentation(class'AugSpeed');
        destroy();
    }
}

defaultproperties
{
    bActivatable=True
    ItemName="Speed Enhancement Augmentation Cannister"
    PlayerViewOffset=(X=30.00, Y=0.00, Z=-12.00)
    PickupViewMesh=LodMesh'DeusExItems.AugmentationCannister'
    ThirdPersonMesh=LodMesh'DeusExItems.AugmentationCannister'
    LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
    Icon=Texture'DeusExUI.Icons.BeltIconAugmentationCannister'
    largeIcon=Texture'DeusExUI.Icons.LargeIconAugmentationCannister'
    largeIconWidth=19
    largeIconHeight=49
    Description="Some gabber."
    beltDescription="SPEEDAUG"
    Mesh=LodMesh'DeusExItems.AugmentationCannister'
    CollisionRadius=4.31
    CollisionHeight=10.24
    Mass=40.00
    Buoyancy=40.00
}


Anyway, i recommend you to make aug type a variable, otherwise you'll have to create a can for each augmentation.
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Postby Snakey » Sun Sep 04, 05 6:20 pm

Ah, we were thinking of only making 7 augs, in 7 seperate coloured Hybrid vials. But I guess making it a variable would make it better for the Owner so they could choose which aug they would like.
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Postby Dae » Sun Sep 04, 05 7:09 pm

I think it should be like that

Code: Select all
// This is a simple example that gives speed aug to player
// via frobbing the can
class SpeedAugCan extends DeusExPickup;

// In case if you want different skins for each can
enum ESkinColor
{
   SC_Speed,
   SC_Cloak
};

var() ESkinColor SkinColor;
var() class<Augmentation> AugType;

// In case if you want different skins for each can
function BeginPlay()
{
   Super.BeginPlay();

   switch (SkinColor)
   {
      case SC_Speed:   Skin = Texture'YourTexture'; break;
      case SC_Cloak:   Skin = Texture'YourTexture2'; break;
   }
}

state activated
{
    function beginstate()
    {
        DeusExPlayer(Owner).AugmentationSystem.GivePlayerAugmentation(AugType);
        destroy();
    }
}

defaultproperties
{
    AugType=class'AugSpeed'
    bActivatable=True
    ItemName="Augmentation Cannister"
    PlayerViewOffset=(X=30.00, Y=0.00, Z=-12.00)
    PickupViewMesh=LodMesh'DeusExItems.AugmentationCannister'
    ThirdPersonMesh=LodMesh'DeusExItems.AugmentationCannister'
    LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
    Icon=Texture'DeusExUI.Icons.BeltIconAugmentationCannister'
    largeIcon=Texture'DeusExUI.Icons.LargeIconAugmentationCannister'
    largeIconWidth=19
    largeIconHeight=49
    Description="Some random crap."
    beltDescription="AUGCAN"
    Mesh=LodMesh'DeusExItems.AugmentationCannister'
    CollisionRadius=4.31
    CollisionHeight=10.24
    Mass=40.00
    Buoyancy=40.00
}
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Postby Magus » Fri Sep 09, 05 10:18 pm

Slight problem with that... It makes it harder to summon them (if you ever feel the need to) and change which aug they activate.
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Postby Dae » Sat Sep 10, 05 1:41 pm

Magus wrote:Slight problem with that... It makes it harder to summon them (if you ever feel the need to) and change which aug they activate.

Yea, but i think its avoidable with 'editactors' command but i'm not sure.
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Postby ~ô¿ô~Nobody~ » Sat Sep 10, 05 3:21 pm

no, not in MP
if you like to make easy summon make a main class that contains a variable and then make subclasses where you change the variable's value in their defaultproperties
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