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~Snakey~ wrote:How to make a turret which fires a projectile (Like a fire turret or something)
A weapon which fires a projectile which, when it hits a player, halves their drawscale and also their health, but if their health is an odd number, it kills them. I want the drawscale effect to wear off when the player dies.
I made an electro dagger, I want the projectile to emit electricity
I want to make an electro gun that focuses the electricity emitter into a single beam.
A gun that fires a rocket which, when it hits a surface, explodes releasing gas that, if it hits a player, the player has a specified amount of time before dying (say, 1 minute) unless they find a certain pickup in this time.
I want to make pickups that you walk over and they activate as you touch them, Like in Timesplitters 2.
I want to make a special multitool that, when you aim it at a mover from a certain distance, it opens the mover. I also want the Multitool rays to appear as you do this.
A grenade that summons the effects of all 3 grenades (EMP, Gas and LAM) with the EMP blast having the biggest radius, the gas epxlosion having half the radius of this, and the LAM explosion having the smallest radius.
I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.
I made a pickup that adds augs in multiplayer when you use it, I want it to kill the aug that takes up the specified aug slot that the pickup recquires as you use it.
I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)
A few more things I need to know, but I can't remember them at the moment.
And please, reply to this topic. I don't want this to sink to the bottom of the page like all my other mod problem topics. I would appreciate any help you have to offer. Thank you.
~Snakey~ wrote:I want to make an electro gun that focuses the electricity emitter into a single beam.
<s> and </s>
~Snakey~ wrote:I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.
~[A]tomsk~ wrote:My friend experimented with ecstasy in Deus Ex, it changes the hue and music to only the client user
A gun that fires a rocket which, when it hits a surface, explodes releasing gas that, if it hits a player, the player has a specified amount of time before dying (say, 1 minute) unless they find a certain pickup in this time.
~Snakey~ wrote:I cannot be bothered to look, link please?
~[A]Daedalus~ wrote:~Snakey~ wrote:I cannot be bothered to look, link please?
I recommend you to play this mod. I like it a lot.
http://www.deusex-machina.com/cassandra-project/
~Snakey~ wrote:~[A]Daedalus~ wrote:~Snakey~ wrote:I cannot be bothered to look, link please?
I recommend you to play this mod. I like it a lot.
http://www.deusex-machina.com/cassandra-project/
Can't find a download link on the site
Snakey wrote:Decided to revive the mod for a map I'm currently making and I never did get any of these problems solved, could anyone provide any further help? It'd mean alot.
function PostBeginPlay()
{
Super.PostBeginPlay();
zapTimer = 0;
emitter = Spawn(class'ElectricityEmitter', Self);
if (emitter != None)
{
emitter.bFlicker = False;
/*this line below is the bit you want to change*/
emitter.randomAngle = 1024;
emitter.damageAmount = HitDamage;
emitter.TurnOff();
emitter.Instigator = Pawn(Owner);
// don't let NPC geps lock on to targets
if ((Owner != None) && !Owner.IsA('DeusExPlayer'))
bCanTrack = False;
}
}
However, if you want it to work in MP, you'll need to borrow some of the Hejuka Path(Spelling...?) code, which I can put up here too =)
I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)
Snakey wrote:I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.
//=============================================================================
// StealthPickup.
//=============================================================================
class StealthPickup extends DeusExPickup;
state Activated
{
local DeusExWeapon DXW;
function Activate()
{
// YEY!
}
function BeginState()
{
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
}
function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
local int i;
local DeusExPlayer PlayerOwner;
if (Other==None)
{
HitNormal = -X;
HitLocation = Owner.Location + X*10000.0;
}
PlayerOwner = DeusExPlayer(Owner);
if (PlayerOwner !=None)
PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650));
SpawnEffect(HitLocation, Owner.Location);
if ( (Other !=self) && (Other !=Owner) && (Other !=None) )
{
if ( Role == ROLE_Authority )
Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, Vect(0,0,0), 'Shocked');
// Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, Vect(0,0,0), 'EMP'); This is optional, makes the player take damage to their EMP too.
}
}
function SpawnEffect(vector HitLocation, vector SmokeLocation)
{
local Tazerbeam Smoke,Shock;
local Vector DVector;
local int NumPoints;
local rotator SmokeRotation;
local Vector NewRot;
DVector = HitLocation - SmokeLocation;
NumPoints = VSize(DVector)/10.0;
if ( NumPoints < 1)
return;
SmokeRotation = rotator(DVector);
SmokeRotation.roll = Rand(6553595);
Smoke = Spawn(class'TazerBeam',,,SmokeLocation,SmokeRotation);
Smoke.MoveAmount = DVector/NumPoints;
Smoke.NumPuffs = NumPoints - 1;
}
class TazerBeam extends Effects;
var vector MoveAmount;
var int NumPuffs;
replication
{
// Things the server should send to the client.
unreliable if( Role==ROLE_Authority )
MoveAmount, NumPuffs;
}
simulated function Tick( float DeltaTime )
{
if ( Level.NetMode != NM_DedicatedServer )
{
ScaleGlow = (Lifespan/Default.Lifespan) * 1.0;
AmbientGlow = ScaleGlow * 210;
}
}
simulated function PostBeginPlay()
{
SetTimer(0.001, false);
}
simulated function Timer()
{
local TazerBeam r;
if (NumPuffs>0)
{
r = Spawn(class'Tazerbeam',,,Location+MoveAmount);
r.RemoteRole = ROLE_None;
r.NumPuffs = NumPuffs -1;
r.MoveAmount = MoveAmount;
}
}
defaultproperties
{
Physics=PHYS_Rotating
LifeSpan=2.000000
DrawType=DT_Mesh
Style=STY_Translucent
Mesh=LodMesh'DeusExItems.LaserBeam'
DrawScale=1.000000
bUnlit=True
bParticles=True
CollisionRadius=0.000000
CollisionHeight=0.000000
LightType=LT_Steady
LightBrightness=255
LightHue=128
LightRadius=2
bBounce=True
bFixedRotationDir=True
RotationRate=(Roll=2000000000)
DesiredRotation=(Roll=20000)
MultiSkins(0)=FireTexture'Effects.Electricity.WEPN_NESword_SFX'
}