Ive checked the code a ton of times but i cant seem to find out what is wrong.
Here is an example taken from TNMPawn:
- Code: Select all
function augdamage( int damage, pawn instigatedby, vector hitlocation, vector momentum, name damagetype)
{
local int newdamage;
local tnmaugmentation TNMA;
newdamage = damage;
if ((damageType == 'Shot') || (damageType == 'AutoShot'))
{
TNMA = TNMPAM.findaug(class'tnmAugBallistic');
if ((TNMA != none) && (TNMA.bisactive))
{
newDamage *= TNMA.value;
Spawn(Class'BallisticShieldFX',Self);
}
}
In BallisticSheildFX.uc u just find a texture import line with a Texture in the defaultproperties.The uc is subclassed into AugFX, which comes as follows:
- Code: Select all
class AugFX extends Effects
abstract;
simulated function Tick(float deltaTime)
{
Super.Tick(deltaTime);
ScaleGlow=LifeSpan/Default.LifeSpan;
if (Owner == None)
Destroy();
else
{
if(Fatness!=Owner.Fatness)
Fatness=Owner.Fatness;
if(PrePivot!=Owner.PrePivot)
PrePivot=Owner.PrePivot;
}
}
simulated function PostBeginPlay()
{
local int i;
Super.PostBeginPlay();
Mesh = Owner.Mesh;
DrawScale = Owner.DrawScale;
//don't draw masked stuff, blackmasktex will be completely translucent
for(i=0;i<8;i++)
if(Owner.MultiSkins[i]==None||Owner.MultiSkins[i]==Texture'BlackMaskTex'||Owner.MultiSkins[i]==Texture'PinkMaskTex'||Owner.MultiSkins[i]==Texture'GrayMaskTex')
MultiSkins[i]=Texture'BlackMaskTex'; //don't show masked stuff
else
MultiSkins[i]=Texture;
//don't draw glasses, they don't look good with their material settings and the firetexture
if (Mesh==LodMesh'GM_DressShirt_B')
{
MultiSkins[4]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_DressShirt')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_Jumpsuit' || Mesh==LodMesh'mp_jumpsuit')
{
MultiSkins[5]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_DressShirt_F')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_DressShirt_S')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_Suit')
{
MultiSkins[5]=Texture'BlackMaskTex';
MultiSkins[6]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_Trench')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GM_Trench_F')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GFM_TShirtPants')
{
MultiSkins[3]=Texture'BlackMaskTex';
MultiSkins[4]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GFM_SuitSkirt_F')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GFM_SuitSkirt')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GFM_Trench')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GFM_Dress')
{
//no glasses
}
else if (Mesh==LodMesh'GMK_DressShirt_F')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
else if (Mesh==LodMesh'GMK_DressShirt')
{
MultiSkins[6]=Texture'BlackMaskTex';
MultiSkins[7]=Texture'BlackMaskTex';
}
Texture=Owner.Texture;
bTrailerSameRotation = true;
bAnimByOwner = true;
SetBase(Owner);
}
defaultproperties
{
bTravel=True
Physics=11
LifeSpan=1.00
DrawType=2
Style=3
ScaleGlow=0.70
bUnlit=True
bOwnerNoSee=True
}
Any ideas or suggestions?