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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
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.
Wasted wrote:I dont like this allan guy
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.
Bob wrote:Wasted wrote:I dont like this allan guy
I don't really like you. You seem to camp on these forums.
~[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.
~[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.
//==========================================
// 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
}
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;
}
}
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...*
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().
~[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.