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Alcohol

Posted:
Fri Jun 19, 09 7:25 pm
by Snakey
Is there a way to make a class that has the same effect as alcohol, except with a different texture to the standard DrunkFX?

Posted:
Fri Jun 19, 09 7:40 pm
by Shinobi
Use DEED to extract the texture files, and build your own class with desired effects, but make sure it points to a new .utx file you've made.
E.G.
You wanted to replace DrunkFX with Biocell effect tex, you'd extract all utx files from original, substitue DrunkFX for favourite tex, rebuild using a unique, memorable name, then replace DrunkFX with the texture of your choice (the one you added to your new class).
I'm shite at explaining this sorta thing, try
http://tack.planetdeusex.gamespy.com <---- Tack's lab.

Posted:
Fri Jun 19, 09 7:42 pm
by Shinobi

Posted:
Fri Jun 19, 09 8:20 pm
by Snakey
I've got no problems with the textures, I just don't know how to get it right coding wise as the Drunk effect appears to be part of DeusExPlayer and I don't know how to make my own.

Posted:
Fri Jun 19, 09 9:55 pm
by Snakey
Nevermind, got it sorted.

Posted:
Fri Jun 19, 09 11:15 pm
by Spiderbot01
Whatcha doing Kyle?

Posted:
Fri Jun 19, 09 11:57 pm
by Snakey
[A]ENKIDUDU wrote:Whatcha doing Kyle?
Making an LSD mod


Posted:
Sat Jun 20, 09 11:59 am
by Spiderbot01
Nice.

Posted:
Sat Jun 20, 09 7:03 pm
by Shinobi
Mmm... LSD mod and some colour LAMs from stargate mod....

Posted:
Sun Jun 21, 09 6:42 pm
by Snakey
Hit a bit of an impasse ;_;

Posted:
Sun Jun 21, 09 7:03 pm
by Spiderbot01
How so.

Posted:
Sun Jun 21, 09 7:41 pm
by Snakey
I cannae get it to work

Posted:
Wed Jun 24, 09 5:29 pm
by ~ô¿ô~Nobody~
Ah.. so you want to make the new player class for the drug effect thing...
Well.. I could suggest a mega hack, that would do the same without a newplayer class..


Posted:
Wed Jun 24, 09 6:00 pm
by Snakey
~ô¿ô~Nobody~ wrote:Well.. I could suggest a mega hack, that would do the same without a newplayer class..

A mega hack you say?


Posted:
Thu Jun 25, 09 5:56 am
by ~DJ~
Simulated function?


Posted:
Thu Jun 25, 09 5:10 pm
by Snakey
Tried using the DeusExPlayer class and editing the coding instead of creating a subclass, however it will not compile and I get the error message "Error, Type mismatch in '=', Line 11939"
Line 11939 contains the following code (Which I haven't done anything to or edited in the slightest);
- Code: Select all
PlayerTracker.AttachedPlayer = Self;
Any ideas?

Posted:
Thu Jun 25, 09 5:13 pm
by ~DJ~
wut, are you compiling DeusExPlayer again?
Well, that would be.... much harder....
you can just subclass, why do you need to change the code?


Posted:
Thu Jun 25, 09 5:15 pm
by Snakey
~DJ~ wrote:wut, are you compiling DeusExPlayer again?
Well, that would be.... much harder....
you can just subclass, why do you need to change the code?

The subclass isn't working and I'm a desperate man


Posted:
Thu Jun 25, 09 5:44 pm
by ~DJ~
Open with notepad, probably first open UeD, find the texture they use, press CTRL+F in the Notepad where the code is, and then copy the line or the whole function and add it to your subclass one.
Probably I can find and post it here, but later, me busy -_-

Posted:
Thu Jun 25, 09 5:58 pm
by Snakey
~DJ~ wrote:Open with notepad, probably first open UeD, find the texture they use, press CTRL+F in the Notepad where the code is, and then copy the line or the whole function and add it to your subclass one.
Probably I can find and post it here, but later, me busy -_-
This is what the subclass code looks like;
- Code: Select all
//=============================================================================
// AcidPlayer.
//=============================================================================
class AcidPlayer extends DeusExPlayer;
#exec OBJ LOAD FILE=AcidTextures
// acid effects on the player
var float AcidEffectTimer;
simulated function AcidEffects(float deltaTime)
{
local float mult, fov;
local Rotator rot;
local DeusExRootWindow root;
root = DeusExRootWindow(rootWindow);
// random wandering and swaying when drugged
if (AcidEffectTimer > 0)
{
if ((root != None) && (root.hud != None))
{
if (root.hud.background == None)
{
root.hud.SetBackground(Texture'AcidTextures.Effects.Acid');
root.hud.SetBackgroundSmoothing(True);
root.hud.SetBackgroundStretching(True);
root.hud.SetBackgroundStyle(DSTY_Modulated);
}
}
mult = FClamp(AcidEffectTimer / 10.0, 0.0, 3.0);
rot.Pitch = 1024.0 * Cos(Level.TimeSeconds * mult) * deltaTime * mult;
rot.Yaw = 1024.0 * Sin(Level.TimeSeconds * mult) * deltaTime * mult;
rot.Roll = 0;
rot.Pitch = FClamp(rot.Pitch, -4096, 4096);
rot.Yaw = FClamp(rot.Yaw, -4096, 4096);
ViewRotation += rot;
if ( Level.NetMode == NM_Standalone )
{
fov = Default.DesiredFOV - AcidEffectTimer + Rand(2);
fov = FClamp(fov, 30, Default.DesiredFOV);
DesiredFOV = fov;
}
else
DesiredFOV = Default.DesiredFOV;
AcidEffectTimer -= deltaTime;
if (AcidEffectTimer < 0)
AcidEffectTimer = 0;
}
else
{
if ((root != None) && (root.hud != None))
{
if (root.hud.background != None)
{
root.hud.SetBackground(None);
root.hud.SetBackgroundStyle(DSTY_Normal);
DesiredFOV = Default.DesiredFOV;
}
}
}
}
defaultproperties
{
}

Posted:
Thu Jun 25, 09 6:02 pm
by ~DJ~
Extend to Human or JCDentonMale.
DeusExPlayer is messy, Human/JCDentonmale has all of the anim list, that's most of the mistakes some people do, you need to extend to Human.
And do it like this:-
class AcidPlayer extends Human
abstract
Config(User);
And then make other classes, like AcidJCDenton, and then add your code there, only thing you have to do is--
class AcidJCDenton extends AcidPlayer
abstract
Config(User);
AND UR CODE.
EDIT:
FIRSTLY, Back-up DeusEx.ini, User.ini
Now read below:
To get it working in MP..
You have to do lots of stuff.
Here, download the file, paste those in your classes folder.
And here's what you have to do.
Remove MTL, completly, if you have it.
remove from ServerPackages, and then delete/move all of the files somewhere else, including the INT, INI, etc etc, and then open your DeusEx.INI
and then on the top, you can see the MTL player thingie..
change it to:-
Class=YourMod.ACJCDenton
And then find...
[Engine.Engine]
change
DefaultGame=DXMTL152b.something
DefaultServerGame=DXMTL152b.something
to
DefaultGame=YourMod.ACGameInfo
DefaultServerGame=YourMod.ACDeathMatch
After that, open User.ini, at the top, change:
Class=DXMTL152b.MTLNSF
to
Class=YourMod.ACNSF
And now just host your DeathMatch game!

Posted:
Thu Jun 25, 09 6:10 pm
by Snakey
So you're saying the code which extends Human should consist of
- Code: Select all
class AcidPlayer extends Human
abstract
Config(User);
?

Posted:
Thu Jun 25, 09 6:13 pm
by ~DJ~
Read my post again, I've updated.

Posted:
Thu Jun 25, 09 6:19 pm
by Snakey
~DJ~ wrote:Read my post again, I've updated.
Yeah I did all that before, I can't remember what went wrong but it didn't work for some reason. That might've been before I had a gametype so I'll try the whole ordeal again.

Posted:
Thu Jun 25, 09 6:22 pm
by ~DJ~
You should, you can't just replace your player only, becase DXMTL gametype has something in there defaultproperties saying:
DefaultPlayer=MTLPlayer
sumthing liek that, so ye, in default gametype, it says JCDentonmale, you have no choices left rather than making a new gametpye :p

Posted:
Thu Jun 25, 09 6:24 pm
by Snakey
Also, the .rar doesn't contain ACPlayer
I'm guessing I won't be able to host this?

Posted:
Thu Jun 25, 09 6:26 pm
by ~DJ~
No, ACPlayer? wut?
If it's some error, do it AcidPlayer, take your own player instead of it.

Posted:
Thu Jun 25, 09 6:27 pm
by Snakey
ACUnatco is supposed to extend ACPlayer, but no such file exists

Posted:
Thu Jun 25, 09 6:27 pm
by ~DJ~
Oh, sorry, lol.
Do it AcidPlayer..
I forgot to replace.. :$
EDIT:
And your AcidPlayer SHOULD be extended in Human.
EDIT2:
Also, liek, I've added you in MSN,
dan_wicked@hotmail.com is me, accept pl0x. :$

Posted:
Thu Jun 25, 09 6:31 pm
by Snakey
You mean do it exactly as you said, 'cept with AcidPlayer instead of ACPlayer, or just carry on with what I was doing originally?
I'll accept you next time I'm on
