Augmentation Effect Items

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Augmentation Effect Items

Postby Allan » Fri Dec 30, 05 10:50 pm

I know how to add augmentation effects that modify the display onscreen (Targeting and Vision Enhancement), but otherwise, i have no idea how to code any other augmentation effects into a pickup...

I would like to have an item that uses the Enviromental Resistance, EMP Shield, Ballistic Shield and Energy Shield augs coded in it. Could somebody give the coding to do this :)
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Re: Augmentation Effect Items

Postby MainMan » Fri Dec 30, 05 10:54 pm

Allan wrote:I know how to add augmentation effects that modify the display onscreen (Targeting and Vision Enhancement), but otherwise, i have no idea how to code any other augmentation effects into a pickup...

I would like to have an item that uses the Enviromental Resistance, EMP Shield, Ballistic Shield and Energy Shield augs coded in it. Could somebody give the coding to do this :)


If you really know how to do the first 2, then you can do the others. It's the same principle. If you want help, don't lie.
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Re: Augmentation Effect Items

Postby Spiderbot01 » Fri Dec 30, 05 10:58 pm

Main Man wrote:
Allan wrote:I know how to add augmentation effects that modify the display onscreen (Targeting and Vision Enhancement), but otherwise, i have no idea how to code any other augmentation effects into a pickup...

I would like to have an item that uses the Enviromental Resistance, EMP Shield, Ballistic Shield and Energy Shield augs coded in it. Could somebody give the coding to do this :)


If you really know how to do the first 2, then you can do the others. It's the same principle. If you want help, don't lie.


Mainman, Allan doesnt lie. He's one of the nicest guys on DX. So hush.
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Postby Wasted » Fri Dec 30, 05 11:30 pm

I dont like this allan guy
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Postby Zantinzuken » Sat Dec 31, 05 12:13 am

Wasted wrote:I dont like this allan guy


Then we all must hate him. Based on the knowledge that you have he must be a bumboi!!

:roll:
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Postby Bob » Sat Dec 31, 05 12:26 am

Wasted wrote:I dont like this allan guy


I don't really like you. You seem to camp on these forums.
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Re: Augmentation Effect Items

Postby Alex » Sat Dec 31, 05 10:02 am

Main Man wrote:
Allan wrote:I know how to add augmentation effects that modify the display onscreen (Targeting and Vision Enhancement), but otherwise, i have no idea how to code any other augmentation effects into a pickup...

I would like to have an item that uses the Enviromental Resistance, EMP Shield, Ballistic Shield and Energy Shield augs coded in it. Could somebody give the coding to do this :)


If you really know how to do the first 2, then you can do the others. It's the same principle. If you want help, don't lie.

MainMan, did you even look at the augmentations? I guess not. The code for targeting and vision is directly in the Aug Classes. Ballistic etc. must be found in the Player classes, this case DeusExPlayer.uc. This is pretty hard I think, and next time MainMan, think before you post.
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Postby Dae » Sat Dec 31, 05 10:43 am

Bob wrote:
Wasted wrote:I dont like this allan guy


I don't really like you. You seem to camp on these forums.

Wasted
next time you post your fscking opinion about someone on the forum i'll ban you.
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Postby Spiderbot01 » Sat Dec 31, 05 12:05 pm

~[A]Daedalus~ wrote:
Bob wrote:
Wasted wrote:I dont like this allan guy


I don't really like you. You seem to camp on these forums.

Wasted
next time you post your fscking opinion about someone on the forum i'll ban you.


Owned. Allans maps are great, can't think of any frag maps he's done, but his fun maps are awesome. :D
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Re: Augmentation Effect Items

Postby MainMan » Sat Dec 31, 05 12:28 pm

~[A]Mr. X~ wrote:
MainMan, did you even look at the augmentations? I guess not. The code for targeting and vision is directly in the Aug Classes. Ballistic etc. must be found in the Player classes, this case DeusExPlayer.uc. This is pretty hard I think, and next time MainMan, think before you post.



Yeah you're right, sorry, my bad. They all affect takedamage(), so they are called through deusexPlayer.
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Postby Allan » Sat Dec 31, 05 12:40 pm

Thanks for that :) *Tries editing DeusExRootWindow to DeusExPlayer in the coding, to see if this has any effect.*

Edit: Nope, that has no effect...

Here's the code, it has the V.E and Target aug on it, but i wanted to make another class with the augs on i mentioned in the first post. How much of this would i need to change to accomodate the augs i wanted?

Code: Select all
//==========================================
// AttAugGoggles.
//==========================================
class AttAugGoggles extends ChargedPickup;

// ----------------------------------------------------------------------
// ChargedPickupBegin()
// ----------------------------------------------------------------------

function ChargedPickupBegin(DeusExPlayer Player)
{
   Super.ChargedPickupBegin(Player);

   DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount++;
   UpdateHUDDisplay(Player);
}

// ----------------------------------------------------------------------
// UpdateHUDDisplay()
// ----------------------------------------------------------------------

function UpdateHUDDisplay(DeusExPlayer Player)
{
   if ((DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount == 0) && (IsActive()))
      DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount++;
   
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 3;
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 4096;
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.bTargetActive = True;
   DeusExRootWindow(Player.rootWindow).hud.augDisplay.targetLevel = 3:
}

// ----------------------------------------------------------------------
// ChargedPickupEnd()
// ----------------------------------------------------------------------

function ChargedPickupEnd(DeusExPlayer Player)
{
   Super.ChargedPickupEnd(Player);

   if (--DeusExRootWindow(Player.rootWindow).hud.augDisplay.activeCount == 0)
      DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = False;
      DeusExRootWindow(Player.rootWindow).hud.augDisplay.bTargetActive = False;
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     LoopSound=Sound'DeusExSounds.Pickup.TechGogglesLoop'
     ChargedIcon=Texture'DeusExUI.Icons.ChargedIconGoggles'
     ExpireMessage="Vision Enhancement Goggles power supply used up"
     ItemName="Vision Enhancement Goggles"
     ItemArticle="a pair of"
     PlayerViewOffset=(X=20.000000,Z=-6.000000)
     PlayerViewMesh=LodMesh'DeusExItems.GogglesIR'
     PickupViewMesh=LodMesh'DeusExItems.BoxSmall'
     ThirdPersonMesh=LodMesh'DeusExItems.GogglesIR'
     Charge=500
     LandSound=Sound'DeusExSounds.Generic.PaperHit2'
     Icon=Texture'DeusExUI.Icons.BeltIconTechGoggles'
     largeIcon=Texture'DeusExUI.Icons.LargeIconTechGoggles'
     largeIconWidth=49
     largeIconHeight=36
     Description="BlaBlaBla, i cant be bothered to make a description..."
     beltDescription="V-EGoggles"
     Mesh=LodMesh'DeusExItems.BoxSmall'
     CollisionRadius=8.000000
     CollisionHeight=2.800000
     Mass=10.000000
     Buoyancy=5.000000
}
Last edited by Allan on Sat Dec 31, 05 1:05 pm, edited 1 time in total.
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Postby Spiderbot01 » Sat Dec 31, 05 1:04 pm

Didn't GODZ make a Vison Enhancement sniper rifle? Maybe they could help...
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Postby Alex » Sat Dec 31, 05 1:06 pm

1. Not GODZ, but Nobody made it.
2. This is the code for a sniper rifle with Vision Scope:

Code: Select all
function ScopeOn()
{
   if (bHasScope && !bZoomed && (Owner != None) && Owner.IsA('DeusExPlayer'))
   {
      
      bZoomed = True;
      RefreshScopeDisplay(DeusExPlayer(Owner), False, bZoomed);
   }
}

function ScopeOff()
{
   if (bHasScope && bZoomed && (Owner != None) && Owner.IsA('DeusExPlayer'))
   {
      bZoomed = False;
            RefreshScopeDisplay(DeusExPlayer(Owner), False, bZoomed);
         }
}


simulated function RefreshScopeDisplay(DeusExPlayer player, bool bInstant, bool bScopeOn)
{
  if (bScopeOn && (Player !=None))
{
DeusExRootWindow(Player.RootWindow).ScopeView.ActivateView(ScopeFOV, False, bInstant);
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bVisionActive = True;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.VisionLevel = 3;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.VisionLevelValue = 28800;
}
 else if (!bScopeOn)
{
DeusExRootWindow(Player.RootWindow).ScopeView.DeActivateView();
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bVisionActive = False;
  }
}
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Postby Allan » Sat Dec 31, 05 1:08 pm

I borrowed the code for the Vision Enhancement and Targeting from a post here for a similar weapon. Apparently, you need to code the other augs in differently to these 2...

I also made a rifle like that :P with targeting aug too, so it's the same, but different :D
Last edited by Allan on Sat Dec 31, 05 1:09 pm, edited 1 time in total.
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Postby Alex » Sat Dec 31, 05 1:09 pm

Correct, well, except Aggresive Defense System, but the rest is mainly placed in the player class. And it's not really easy to get them working into an item. Even BallisticArmor is in PlayerClass.
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Postby Allan » Sat Dec 31, 05 1:12 pm

Oh, i wondered why it had no coding in adaptive armour and the like...

*Waits for some crackpot looney who is brilliant at coding to come and fix this, or tell me it's not worth the while...*
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Postby MainMan » Sat Dec 31, 05 1:17 pm

Allan wrote:Oh, i wondered why it had no coding in adaptive armour and the like...

*Waits for some crackpot looney who is brilliant at coding to come and fix this, or tell me it's not worth the while...*


Personally, i think the easiest way (although it's still not that easy) would be to make a custom player class, with a modified TakeDamage().
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Postby Allan » Sat Dec 31, 05 1:41 pm

Nah, i think i'll leave it. Seems too much bother really...
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Postby Alex » Sat Dec 31, 05 1:59 pm

Main Man wrote:
Allan wrote:Oh, i wondered why it had no coding in adaptive armour and the like...

*Waits for some crackpot looney who is brilliant at coding to come and fix this, or tell me it's not worth the while...*


Personally, i think the easiest way (although it's still not that easy) would be to make a custom player class, with a modified TakeDamage().

New playerclass requires new gametype, if you want to do that, you need the gametype to extend DXMTL152b1. If you try that, your UCC.exe crashes.
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Postby Allan » Sat Dec 31, 05 11:13 pm

Well, would there be any way to code an item to have the effects of the augs in the top post, (Damage Reduction ones), without actually having to make references to the augs and it turning into a complicated mess?
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Postby Alex » Sun Jan 01, 06 11:40 am

I think not, but I'm not that experienced.
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Postby Wasted » Sun Jan 01, 06 9:04 pm

~[A]Daedalus~ wrote:
Bob wrote:
Wasted wrote:I dont like this allan guy


I don't really like you. You seem to camp on these forums.

Wasted
next time you post your fscking opinion about someone on the forum i'll ban you.


Wo when did I become a rebel? I ahve nothin agaist many people Its just im an outcast
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Postby Zantinzuken » Sun Jan 01, 06 9:52 pm

If you're going to say you don't like someone, i suggest next time you give reasons.

And the fact that Allan's post had no offensive material in it shows that you just 'don't like him' for no reason.

I luv eric's mum.
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