Help with Allan's Zombie Mod,

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Help with Allan's Zombie Mod,

Postby bambi » Mon Jan 09, 12 8:12 pm

Where is "Owner"?
Code: Select all

//=============================================================================
// FireGrenade.
//=============================================================================
class FireGrenade expands HandGrenade;

auto simulated state Flying
{
   simulated function Explode(vector HitLocation, vector HitNormal)
   {
      local ShockRing ring;
      local DeusExPlayer player,jd;
      local float dist;
      local FlameSpawn S;

      player = DeusExPlayer(Owner);

      foreach RadiusActors(class'DeusExPlayer',jd,512,location)
      {
         dist = Abs(VSize(jd.Location - Location));
         if (dist ~= 0)
            dist = 10.0;
         else
            dist = 2.0 * FClamp(blastRadius/dist, 0.0, 4.0);
         jd.ClientFlash(1.0, vect(100,50,0));
         jd.TakeDamage(35,DeusExPlayer(Owner),Location,vect(0,0,0),'Flamed');
         dist=0.0;
      }

      S=Spawn(class'FlameSpawn',,,Location+vect(0,0,96));
      S.SetOwner(DeusExPlayer(Owner));
      S.DrawScale=2;

      PlayImpactSound();

      if ( AISoundLevel > 0.0 )
         AISendEvent('LoudNoise', EAITYPE_Audio, 2.0, AISoundLevel*blastRadius*16);
      Destroy();
   }
}

defaultproperties
{
    MultiSkins=Texture'Skins.IncGrenade'
}


How can you use Deusexplayer(Owner);??? I don't see Owner anywhere?
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Postby Poor » Mon Jan 09, 12 9:03 pm

It inherits Owner from Engine.Actor.
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Postby bambi » Mon Jan 09, 12 9:18 pm

Thanks, Ok what is this for?

Code: Select all
class ZombieController expands ResEvilBaseActor;

Function PreBeginPlay()
{
   SetTimer(0.2,True);
}
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Postby Alex » Mon Jan 09, 12 9:31 pm

It sets that the function Timer() will be called every 0.2 seconds (0.2, plus True for repeat, if it was SetTimer(0.2, False); it would only run Timer() once after 0.2 seconds).
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Postby Poor » Mon Jan 09, 12 9:44 pm

Export all the classes in the packages Core, Engine, Extension, and DeusEx with WOTGreal so you can see how everything works. For example, if you want to know about timer, you could search for "SetTimer" in Actor.uc and you'll find:

Code: Select all
//=============================================================================
// Timing.

// Causes Timer() events every NewTimerRate seconds.
native(280) final function SetTimer( float NewTimerRate, bool bLoop );
Last edited by Poor on Mon Jan 09, 12 9:47 pm, edited 1 time in total.
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Postby Dae » Mon Jan 09, 12 10:08 pm

Alternatively search on BeyondUnreal Wiki.

What Poor suggested is also a very good idea.
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Postby bambi » Mon Jan 09, 12 10:56 pm

Ok, thanks' for the excellent help. I have a couple of interesting ideas I'm chewing on ie. I found a couple of mods that I can borrow stuff from including some pretty cool looking meshes
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Postby bambi » Tue Jan 10, 12 1:09 am

Code: Select all
   // Don't do it in multiplayer.
   if (Level.NetMode == NM_Standalone)
      return;

   Game = DeusExMPGame(Level.Game);
   if (Game == None)
   {
      return;
   }


What are all the different types of netmodes and what is their meaning?
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Postby Poor » Tue Jan 10, 12 2:15 am

Like I said in my last post, you can find a lot by looking at the classes. Level is a variable of type LevelInfo so if you look in the LevelInfo class you will find this.

Code: Select all
var enum ENetMode
{
   NM_Standalone,        // Standalone game.
   NM_DedicatedServer,   // Dedicated server, no local client.
   NM_ListenServer,      // Listen server.
   NM_Client             // Client only, no local server.
} NetMode;


Standalone is single player. You'll often see code checking if the level is in single player mode. The other 3 are for MP. Dedicated server is pretty obvious. Listen Server is a non-dedicated server, and I'm guessing client is the value clients have for Level.
Last edited by Poor on Tue Jan 10, 12 2:16 am, edited 2 times in total.
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Postby bambi » Tue Jan 10, 12 2:28 pm

btw poor, how can I export all the classes using UTPT? I like the format for UTPT but its annoying to have to export each class one at a time.

ALSO! NOTEPAD++ I LOVE IT! I can search all the DX files engine, core, deusex for things I'm like wtf about.
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Postby ~DJ~ » Wed Jan 11, 12 12:19 am

Just export all from Editor? then open up files from NOTEPAD++?
Last edited by ~DJ~ on Wed Jan 11, 12 12:19 am, edited 1 time in total.
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Postby ~ô¿ô~Nobody~ » Wed Jan 11, 12 12:38 am

When you want to export the sources from packages like Engine or DeusEx, I suggest WotGreal exporter.
It right exports the source as .uc files and creates a corresponding package folder below the DeusEx folder with those files. You can export multiple by selecting the check boxes for all.
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