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System wrote:I'm attempting to make a new mod for deus ex.
Using the quake sound pack... you know the one that's a real ego stroker "Ultra Kill" & "God Like" I'd like to put something together that reads the players current streak from the scoreboard.
Are there any wise tips amongst you for a noobie to the uscript world?
Can't wait for it.System wrote:I'm attempting to make a new mod for deus ex.
Using the quake sound pack... you know the one that's a real ego stroker "Ultra Kill" & "God Like" I'd like to put something together that reads the players current streak from the scoreboard.
Are there any wise tips amongst you for a noobie to the uscript world?
System wrote:I'm attempting to make a new mod for deus ex.
Using the quake sound pack... you know the one that's a real ego stroker "Ultra Kill" & "God Like" I'd like to put something together that reads the players current streak from the scoreboard.
Are there any wise tips amongst you for a noobie to the uscript world?
System wrote:Are there any wise tips amongst you for a noobie to the uscript world?
DeusExPlayer.PlayerReplicationInfo.Streak
Dae[A] wrote:System wrote:Are there any wise tips amongst you for a noobie to the uscript world?
do you know how to compile packages and OOP basics at least?
System wrote:Please elaborate on why you don't think streak is needed?
class MultiKill extends Mutator;
#exec AUDIO IMPORT FILE="Sounds\multikill.wav" NAME="multikill" GROUP="rage"
function PostBeginPlay()
{
Super.PostBeginPlay(); // Run the super class function (Mutator.PostBeginPlay).
}
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.
System wrote:However, There's also other sounds that play when a player is streaking. After a 4 kill streak the sound "Dominating" will play. After 6 kill streak "Rampage" will play... so on and so forth.
class MultiKill extends Mutator;
#exec AUDIO IMPORT FILE="Sounds\multikill.wav" NAME="multikill" GROUP="rage"
function PostBeginPlay()
{
Super.PostBeginPlay(); // Run the super class function (Mutator.PostBeginPlay).
}
function ScoreKill(Pawn Killer, Pawn Other)
{
if( Killer.PlayerReplicationInfo.Streak == 4 )
PlaySound(multikill, SLOT_Interact, 1, false, , 1.0); //Sound, SLOT,Volume, bNoOveride, Radius, Pitch
}
defaultproperties
{
multikill=Sound 'MultiKill.multikill';
}
~[A]Nobody~ wrote:I'd suggest a Mutator which takes care of a linked list of timer like objects, where each of the objects is owned by a player.
If a player gets a kill, a notification will be send to the belonging timer object, owned by the player, which will record the time where the kill occurred.
Basing on the time of the prior kill and the amount of kills in the current kill sequence, it will play the sounds (i.e. multikill, ultrakill, etc) accordingly.
Apart of all that.. wasn't that multi- and ultrakill stuff from UT?
System wrote:So I'm assuming it could look something like this? If I'm missing any key concepts feel free to call me a noobie!! LOL
function PostBeginPlay()
{
Level.Game.BaseMutator.AddMutator(Self);
Super.PostBeginPlay();
}
class MultiKill extends Mutator;
#exec AUDIO IMPORT FILE="Sounds\multikill.wav" NAME="multikill" GROUP="rage"
function PostBeginPlay()
{
Level.Game.BaseMutator.AddMutator(Self);
Super.PostBeginPlay();
}
function ScoreKill(Pawn Killer, Pawn Other)
{
local DeusExPlayer DXP;
if( Killer.PlayerReplicationInfo.Streak == 1 )
foreach Allactors(class'DeusExPlayer', DXP)
DXP.PlaySound(Sound 'multikill', SLOT_Interact, 1, false, 4096.0, 1.0);
Super.ScoreKill(Killer, Other);
}
#exec AUDIO IMPORT FILE="Sounds\multikill.wav" NAME="multikill" GROUP="rage"
class MultiKill extends Mutator;
function PostBeginPlay()
{
Level.Game.BaseMutator.AddMutator(Self);
Super.PostBeginPlay();
}
function ScoreKill(pawn Killer, pawn Other)
{
PlaySound(Sound 'MultiKill.multikill');
Super.ScoreKill(Killer, Other);
}