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±MC Chedda'± wrote:It's mods like this that give me back faith in dated Deus Ex.
// spozed to be a check on closeness of other portals but doesn't work :(
foreach radiusactors(class'Portal',checkcloseness,30)
{ //theres a bug somehow that inf recursion occurs when a
log("hello");
foreach radiusactors(class'deusexplayer',Player,60) //player enters a portal that is very close to another
{
player.ClientMessage("Unable to create a new portal in this location.");
player.clientmessage("Another portal is too close.");
}
Destroy();
}
foreach radiusactors(class'Portal',checkcloseness,60)
{ //theres a bug somehow that inf recursion occurs when a
if (checkcloseness.location!=self.Location)
{
log("found");
selfdestroy=true;
}
}
if (selfdestroy)
self.destroy();
foreach radiusactors(class'deusexplayer',player,30,self.location)
{
log("found");
}
Will it have its own unique sound when fired?{DXC}haosReign wrote:±MC Chedda'± wrote:It's mods like this that give me back faith in dated Deus Ex.
Chedda you just made my day. Allan, you can have the source... very ingenious design i believe. gimme a shout on MSN when you want it.
This mod is going further than i expected. I am making so you can't summon them, but only use them via a summon actor i will make or the included portalgun! this of course can be disabled.
Allan, or others, i have a bit of a problem tho... i don't wnat the portals to summon too close to another, and i tried to make a script to check via radiusactors to delete the summoned portal if too close but it doens't work? heres the code:
- Code: Select all
// spozed to be a check on closeness of other portals but doesn't work :(
foreach radiusactors(class'Portal',checkcloseness,30)
{ //theres a bug somehow that inf recursion occurs when a
log("hello");
foreach radiusactors(class'deusexplayer',Player,60) //player enters a portal that is very close to another
{
player.ClientMessage("Unable to create a new portal in this location.");
player.clientmessage("Another portal is too close.");
}
Destroy();
}
Any ideas? the Hello is to see if the script is being executed and it DOES show up in log. Also, i have to protect from detecting self i believe too
To the DX public: any ideas you wish to see in this mod? Am currently thinking of a way to make it so projectiles, lams etc go thru too. To coders, I am using Touch to tele the player, so not sure how to incorperate this.
*updated screenshot*
±MC Chedda'± wrote:Will it have its own unique sound when fired?