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[QUESTION][REQUEST]View shake code
Posted:
Thu Jan 17, 08 8:01 pm
by Tonnochi
Could someone tell me the code to make the view shake (like it does when you destroy a tri-hull weld point on the ship in SP) and could someone give me a bind code for it for the "F" key please.
Posted:
Thu Jan 17, 08 9:06 pm
by ~SaSQuAtCH~
RTKM_Volcano has that effect, I suggest you to try to find its creator and ask him to tell you the code if there's no other way.
Posted:
Thu Jan 17, 08 9:38 pm
by Allan
You could look at the mission script for either that boat mission, or mission 15.
Posted:
Thu Jan 17, 08 9:41 pm
by Tonnochi
Come on, this is a request for it, not how to do it.
Couldn't find it there anyway.
Posted:
Thu Jan 17, 08 10:44 pm
by Cozmo
I think they were just EarthquakeTriggers in volcano.
Posted:
Fri Jan 18, 08 8:14 pm
by Kaiden
Stop just thinking cause it has Request tag people are gonna drop what they're doing and do it - People make suggestions and you try and do it yourself.
Posted:
Fri Jan 18, 08 8:47 pm
by Tonnochi
¤[ß2S]¤Cozmo wrote:I think they were just EarthquakeTriggers in volcano.
Is it actually possible to summon triggers?
Posted:
Fri Jan 18, 08 9:05 pm
by Cozmo
[FGS]Zeitgeist wrote:¤[ß2S]¤Cozmo wrote:I think they were just EarthquakeTriggers in volcano.
Is it actually possible to summon triggers?
Never tried, but they're still classes so it should work.
Edit: Summon ShakeTrigger
But it'll only shake for one second, so after that.
admin set shaketrigger shaketime #.000000
Or I could just code something for you.
- Code: Select all
player.ShakeView(shakeTime, shakeRollMagnitude, shakeVertMagnitude);
Posted:
Fri Jan 18, 08 9:22 pm
by Tonnochi
I found out how, so I will summon a lot in a row.
Still need the bind coding for "F".
Posted:
Sat Jan 19, 08 12:19 am
by Cozmo
Ok, with the bind this is closest you can get, mutator:
- Code: Select all
//============================
// MutatorShake - Cozmo
//============================
Class MutatorShake extends Mutator config(Mutator);
var() float shakeTime;
var() float shakeRollMagnitude;
var() float shakeVertMagnitude;
simulated function PostBeginPlay()
{
Level.Game.BaseMutator.AddMutator(Self);
}
function Mutate (String S, PlayerPawn Player)
{
if(mid(S, 0, 5) ~= "shake")
{
player.ShakeView(shakeTime, shakeRollMagnitude, shakeVertMagnitude);
}
if(mid(S, 0, 9) ~= "shakemore")
{
shakeTime+=1;
}
if(mid(S, 0, 9) ~= "shakeless")
{
shakeTime-=1;
}
}
defaultproperties
{
}
Not tested*
And in user.ini
F=mutate shake
And there's mutate shakemore and shakeless to alter shaketime.
Posted:
Sat Jan 19, 08 3:11 am
by Tonnochi
Thank you, but I don't know where the hell to put that code.
Posted:
Sat Jan 19, 08 3:30 am
by Kaiden
Posted:
Sat Jan 19, 08 5:23 am
by Tonnochi
doesn't work. Assigned as exactly mutate shake and it doesn't work
Posted:
Sat Jan 19, 08 4:02 pm
by Kaiden
Here is it compiled, I'm guessing you add EditPackages=Shake, and maybe ServerPackages=Shake, then try in game (After putting file in system folder)
Posted:
Sat Jan 19, 08 4:18 pm
by Alex
Question, do you want this to work on your server only, or on all?
Posted:
Sat Jan 19, 08 5:09 pm
by Tonnochi
Singleplayer.
Posted:
Sat Jan 19, 08 5:15 pm
by Batchy
EditPackages=Shake
Posted:
Sat Jan 19, 08 5:23 pm
by Tonnochi
I did that.
Posted:
Sat Jan 19, 08 5:31 pm
by Kaiden
Wouldn't it be like Mutategame.mutate shake or something? Like MM is.
Posted:
Sat Jan 19, 08 7:55 pm
by ~SaSQuAtCH~
¤[ß2S]¤Cozmo wrote:I think they were just EarthquakeTriggers in volcano.
Who cares if the same thing happens?
Posted:
Sat Jan 19, 08 11:23 pm
by Cozmo
Oh I think I know; I didn't declare the shaketime variable in defaultproperties, so it's 0, ie: Not shaking
Posted:
Sun Jan 20, 08 5:43 pm
by Tonnochi
That may have an effect.
Posted:
Sun Jan 20, 08 10:18 pm
by Cozmo
Ok, updated. Add this to your ini as well as server packages.
ServerActors=ShakeMutator.MutatorShake
I don't know how mutators work in singleplayer, if at all, so if not, I'll code something else.
Posted:
Fri Aug 27, 10 6:48 pm
by Darma
Sorry for reviving but to make a mutator works in singleplayer, you need to summon the class (ShakeMutator.MutatorShake) in the map or add it in the editor because ServerActors is used to summon them in multiplayer
Posted:
Fri Aug 27, 10 7:16 pm
by ~DJ~
Alot of people know that already now.. :3
BUT YEAH THANKS
Posted:
Fri Aug 27, 10 11:35 pm
by Darma
Yeah but because they were asking (*cough 2 years ago) I replyed (*cough* late)