Moderator: Forum Guards
<~>K}Ã?Ã?<~> wrote:Just editing Default Properties isn't really good modding.
//=============================================================================
// StickyBlobGun.
//=============================================================================
class StickyBlobGun expands WeaponAssaultGun;
simulated function PreBeginPlay()
{
if ( Level.NetMode != NM_StandAlone )
{
mpHitDamage=0;
mpReloadCount=15;
}
}
simulated function RefreshScopeDisplay(DeusExPlayer player, bool bInstant, bool bScopeOn)
{
if(bScopeOn && (Player !=None))
{
if(Level.NetMode != NM_StandAlone )
DeusExRootWindow(Player.RootWindow).ScopeView.DeActivateView();
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bTargetActive = true;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.TargetLevel = 3;
AreaOfEffect=AOE_Point;
AccurateRange=6000;
MaxRange=12000;
recoilStrength=0.150000;
ShotTime=0.800000;
mpBaseAccuracy=0.200000;
mpAccurateRange=6000;
mpMaxRange=12000;
mpRecoilStrength=0.150000;
Player.ClientMessage("Special fire mode activated. You now fire single shot, high accuracy rounds. Targeting is also enabled. Fire speed is reduced.");
}
else if (!bScopeOn)
{
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bTargetActive = False;
AreaOfEffect=AOE_Cone;
AccurateRange=4800;
MaxRange=9600;
recoilStrength=0.90000;
ShotTime=0.333333;
mpBaseAccuracy=0.900000;
mpAccurateRange=4800;
mpMaxRange=9600;
mpRecoilStrength=0.900000;
Player.ClientMessage("Regular fire mode activated. You now fire multi shot, low accuracy rounds. Targeting is disabled. Fire speed is increased.");
}
}
class WeaponHeavyChainGun extends WeaponAssaultGun;
//destroy when dropped
function DropFrom(vector StartLocation)
{
Destroy();
}
Allan wrote:Soz to burst your bubble, but his chaingun mods had a tiny bit of coding in them for destroying the obljects as soon as they were lobbed out.
But...
- Code: Select all
//=============================================================================
// StickyBlobGun.
//=============================================================================
class StickyBlobGun expands WeaponAssaultGun;
simulated function PreBeginPlay()
{
if ( Level.NetMode != NM_StandAlone )
{
mpHitDamage=0;
mpReloadCount=15;
}
}
simulated function RefreshScopeDisplay(DeusExPlayer player, bool bInstant, bool bScopeOn)
{
if(bScopeOn && (Player !=None))
{
if(Level.NetMode != NM_StandAlone )
DeusExRootWindow(Player.RootWindow).ScopeView.DeActivateView();
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bTargetActive = true;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.TargetLevel = 3;
AreaOfEffect=AOE_Point;
AccurateRange=6000;
MaxRange=12000;
recoilStrength=0.150000;
ShotTime=0.800000;
mpBaseAccuracy=0.200000;
mpAccurateRange=6000;
mpMaxRange=12000;
mpRecoilStrength=0.150000;
Player.ClientMessage("Special fire mode activated. You now fire single shot, high accuracy rounds. Targeting is also enabled. Fire speed is reduced.");
}
else if (!bScopeOn)
{
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bTargetActive = False;
AreaOfEffect=AOE_Cone;
AccurateRange=4800;
MaxRange=9600;
recoilStrength=0.90000;
ShotTime=0.333333;
mpBaseAccuracy=0.900000;
mpAccurateRange=4800;
mpMaxRange=9600;
mpRecoilStrength=0.900000;
Player.ClientMessage("Regular fire mode activated. You now fire multi shot, low accuracy rounds. Targeting is disabled. Fire speed is increased.");
}
}
(Mine)
VS
- Code: Select all
class WeaponHeavyChainGun extends WeaponAssaultGun;
//destroy when dropped
function DropFrom(vector StartLocation)
{
Destroy();
}
(Klop)
I tthink we have a winner! (Cough, me, Cough)
Allan wrote:lol. No hard feelings Klop, i just looked at the statististics page for coding tips, and modified this weapon to work as needed (Using scope for AltFire mode.) Hmm... Methinks you could use lasersight key to use alternate weapon fire modes for the UT style weapons. (Like shock rifle's plasma ball, instead of shock beam.)
BTW, has anyone tried shooting a plasma ball in UT, then firing at it with the beam, that effect=OWNAGE!
Allan wrote:lol. No hard feelings Klop, i just looked at the statististics page for coding tips, and modified this weapon to work as needed (Using scope for AltFire mode.) Hmm... Methinks you could use lasersight key to use alternate weapon fire modes for the UT style weapons. (Like shock rifle's plasma ball, instead of shock beam.)
BTW, has anyone tried shooting a plasma ball in UT, then firing at it with the beam, that effect=OWNAGE!
Longc[A]t wrote:I still think Dae is a russian spambot.
~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
~[A]Nobody~ wrote:Allan wrote:lol. No hard feelings Klop, i just looked at the statististics page for coding tips, and modified this weapon to work as needed (Using scope for AltFire mode.) Hmm... Methinks you could use lasersight key to use alternate weapon fire modes for the UT style weapons. (Like shock rifle's plasma ball, instead of shock beam.)
BTW, has anyone tried shooting a plasma ball in UT, then firing at it with the beam, that effect=OWNAGE!
yes, i often tryed this but that isn't programmed in the DX version..
..too bad
~€Wasted€~ wrote:Spiderbot dont tempt me to start flaming, Im not alowed, But this oppurtunity is just priceless
Bob wrote:~€Wasted€~ wrote:Spiderbot dont tempt me to start flaming, Im not alowed, But this oppurtunity is just priceless
Shame.
[Z]COCO-POPS wrote:K}Ã?Ã? why dont u anything gd to make make more mods for guns and stuff