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Postby Snakey » Mon Sep 04, 06 8:02 pm

Can't compile the mod for some reason.

Run CMD isnt working.
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Postby Snakey » Mon Sep 04, 06 8:39 pm

Allan, where abouts in the ElectroGun's code do I place the original code you posted?
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Postby Allan » Mon Sep 04, 06 9:20 pm

That should entirely replace the code from the original Electro-Gun code. It should be the only stuff in the script for the gun.
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Postby Snakey » Mon Sep 04, 06 10:01 pm

Oh, okay. So cut out the original code?
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Postby Allan » Mon Sep 04, 06 10:02 pm

Yep, and put that what I put up over it :D
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BeamEffect.JPG
This is what the beam effect should look like in-game :D
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Postby Snakey » Tue Sep 05, 06 1:10 pm

Problem with Stealthkit, "Local" is not allowed here, Line 8.
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Postby Dae » Tue Sep 05, 06 1:12 pm

Ow, copy
Code: Select all
local DeusExPlayer Player;

and paste after
Code: Select all
local DeusExWeapon DXW;
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Postby Snakey » Tue Sep 05, 06 1:22 pm

So that the beginning looks like
Code: Select all
state Activated
{
   local DeusExWeapon DXW;
   local DeusExPlayer Player;
   function Activate()
   {


?

Because that doesnt work either.
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Postby Allan » Tue Sep 05, 06 1:48 pm

Both the "Local ..." bits need to go in the Function BeginState() part. That should make it work A-ok =D
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Postby Dae » Tue Sep 05, 06 2:19 pm

Code: Select all
//=============================================================================
// StealthPickup.
//=============================================================================
class StealthPickup extends DeusExPickup;

state Activated
{

   function Activate()
   {
      // YEY!
   }
   function BeginState()
   {
      local DeusExWeapon DXW;
      local DeusExPlayer Player;
      Super.BeginState();

      Player = DeusExPlayer(Owner);
      if (Player != None)
      {
         // Let's make him look like Alex Jacobson.
         // You can set multiskins from [0] to [7], also you can set mesh and other stuff:
         // just hit "display" in default properties of NPC in UnrealEd and you will understand.
         Player.MultiSkins[1]=Texture'AlexJacobsonTex2';
         Player.MultiSkins[2]=Texture'AlexJacobsonTex1';
         // Let's give him cloak and healing aug (easy!):
         Player.AugmentationSystem.GivePlayerAugmentation(class'AugCloak');
         Player.AugmentationSystem.GivePlayerAugmentation(class'AugHealing');
         // Let's give him some weapons (crossbow and knife).
         DXW=Spawn(class'DeusEx.WeaponMiniCrossbow'); // <-- this spawns it somewhere
         DXW.Frob(Player, None); // <-- this forces player "grab" spawned thing, no matter where it is
         DXW=Spawn(class'DeusEx.WeaponCombatKnife');
         DXW.Frob(Player, None);
      }
      UseOnce();
   }
Begin:
}

defaultproperties
{
    maxCopies=1
    bCanHaveMultipleCopies=False
    bActivatable=True
    ItemName="Stealth pickup"
    ItemArticle="a"
    PlayerViewOffset=(X=30.00,Y=0.00,Z=-12.00),
    PlayerViewMesh=LodMesh'DeusExItems.AdaptiveArmor'
    PickupViewMesh=LodMesh'DeusExItems.AdaptiveArmor'
    ThirdPersonMesh=LodMesh'DeusExItems.AdaptiveArmor'
    Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
    largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
    largeIconWidth=35
    largeIconHeight=49
    Description="Stealth pickup does picking at agents that pick it up (add some random crap if you intend to use it in singlePlayer)."
    beltDescription="Stealth pickup"
    Mesh=LodMesh'DeusExItems.AdaptiveArmor'
    CollisionRadius=11.50
    CollisionHeight=13.81
    Mass=30.00
    Buoyancy=20.00
}

Just realised that both should go under function().

Edit: argh Allan :)
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Postby Snakey » Tue Sep 05, 06 2:23 pm

I got the 6 classes in the mod to compile perfectly so far, but I've yet to test them. I'm certain something will go wrong, as it always does in my mods.
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Postby Allan » Tue Sep 05, 06 2:35 pm

No worries if it does Snakey =D

Fixing problems, then throwing your laptop/keyboard out of a window in rage when the code just won't work is part of the fun of the fun of UScript!

(That, and making mods that are so simple to make, but players love them anyway)
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Postby Snakey » Tue Sep 05, 06 5:28 pm

Electro Gun really isnt working. The first time I tested it, it had no ammo so I just tried summoning a Tazer Beam, which just showed up as one of those large Eagle heads, then it faded away.

I set the ammoclass to 3006 and then it just made no noise and nothing came out whenever i tried to fire it.
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Postby Alex » Tue Sep 05, 06 5:50 pm

[A]llan wrote:No worries if it does Snakey =D

Fixing problems, then throwing your laptop/keyboard out of a window in rage when the code just won't work is part of the fun of the fun of UScript!

(That, and making mods that are so simple to make, but players love them anyway)

Boooring. I suggest something else.
You know the standby button? Well, I hate it. When my UC script failed, I killed that button. I literally killed it.
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Postby Allan » Tue Sep 05, 06 6:28 pm

What did the stand-by button ever do to you...? Apart from making your computer go into stand-by...
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Postby Snakey » Tue Sep 05, 06 6:29 pm

[A]llan wrote:What did the stand-by button ever do to you...? Apart from making your computer go into stand-by...


Can you help me with the problem?
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Postby Allan » Tue Sep 05, 06 6:43 pm

Sure, I'll get on it right now! :D
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Postby Snakey » Tue Sep 05, 06 6:56 pm

I could send you the .uc if you like.
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Postby Snakey » Thu Sep 07, 06 7:22 pm

Snakey wrote:Can you help me with the problem?
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Postby Allan » Thu Sep 07, 06 9:03 pm

Snakey wrote:I could send you the .uc if you like.
Oh, please do =D

I've only just started back at school, so I have been a bit busy lately. But post it up anyway, i'll get to it ASAP =)
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Postby Allan » Wed Sep 13, 06 10:46 pm

Ok, I just PM'd you the details about the Electro-gun.

As for Self-picking-up pickups, add this code to the item of your choice.

Code: Select all
Function Touch(Actor Other)
{
   local PlayerPawn P;
   
   P=PlayerPawn(Other);
   Super.Touch(Other);
   
   If(P!=None)
   {
      Frob(P,None);
   }
}


(And up the collisionHeight by about 10, so the pickups float a fair way off the ground, for ease of reach.)
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Postby Snakey » Sat Sep 16, 06 6:05 pm

Now how do I make a projectile emit electricity?

And how do I make a pickup increase the base strength of the player, so that they can lift heavier things?
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Postby clyzm » Sat Sep 16, 06 7:50 pm

First of all, why do you need a syringe + spray can?
Second, in first person view, do you want the hand to hold the spray can and syringe, or no?
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Postby Allan » Sat Sep 16, 06 8:10 pm

Snakey wrote:Now how do I make a projectile emit electricity?

And how do I make a pickup increase the base strength of the player, so that they can lift heavier things?


If, you mean by "Emit Electricity", you mean make it do stuff like the ElectricityEmitters, you can't, for the same reason as why it wouldn't work for the electro-gun. Otherwise, you could have it emit sparks out of the back, and cause electricity damage to things nearby, but that may not be what you're after.

And as for the strength increasing pickup... Well, so far as I can tell, the player's code for strength works by having 50 as it's base(So, you can safely lift anything with a mass of 50), and if you have the strength aug, it'll be doing 50x(Strength augmentation level+2). And there are no global variables involved in the process, so you can't edit anything to do with the strength. So you would need another player class type to just change the strength. Not worth it really...
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Postby Snakey » Sat Sep 16, 06 8:43 pm

I guess I could just make the pickup give Strength aug..

How would I go about making the electricity come out of the back of the projectile then?
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Postby Allan » Sat Sep 16, 06 8:58 pm

Snakey wrote:I guess I could just make the pickup give Strength aug..

How would I go about making the electricity come out of the back of the projectile then?


Code for the Electric effects:

Code: Select all
simulated function Tick(float deltaTime)
{
   local SmokeTrail s;
   local Pawn P;

   time += DeltaTime;
   DrawScale = FClamp(2.5*(time+0.5), 1.0, 6.0);
   if ((time > FRand() * 0.02) && (Level.NetMode != NM_DedicatedServer))
   {
      time = 0;

      // spawn some trails
      s = Spawn(class'SmokeTrail',,, Location);
      if (s != None)
      {
         s.DrawScale = FRand() * 0.333;
         s.OrigScale = s.DrawScale;
         s.Texture = Texture'Effects.Fire.Spark_Electric';
         s.Velocity = VRand() * 50;
         s.OrigVel = s.Velocity;
      }
   }
   foreach RadiusActors(class'Pawn',P,DrawScale*48,Location)
   {
      P.TakeDamage(Damage/16,Pawn(Owner),P.Location,vect(0,0,0),'Shocked');
   }
}
That'll kick blue sparks out of the back of the projectile, and shock any players/NPC's near the projectile.
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Postby Snakey » Sun Sep 17, 06 1:49 pm

Where abouts in the code shall I put it?

Is there a way to get a pickup to temporarily double the damage of weapons?
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Postby Allan » Sun Sep 17, 06 4:55 pm

Just put it anywhere you like in the desired projectile.

As for the pickup doubling weapon power... I'm not sure.
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Postby Spiderbot01 » Sun Sep 17, 06 7:10 pm

Is it possible to like have an effect that causes damage which doubles every time, like with poison, but say the first time it causes 2pts of damage, then 4 then 8 etc?
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Postby Snakey » Sun Sep 17, 06 11:01 pm

I've made a gun which 3 different ammo classes, and there are three problems with it;

1. It doesn't make a firing noise for some reason (it has a custom fire noise)

2. When you pick it up, it has no ammo at all, despite having 3 ammo classes.

3. I set the PickupAmmoCount to 10 and the ReloadCount to 5, so that you should have 10 shots when you pick it up but reload after 5. For some reason, if you pick up the gun and then get ammo for it, it has 9 clips containing 5 rounds.
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