Help me with my 1st Mod

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Help me with my 1st Mod

Postby AgentSmyth » Fri Dec 23, 05 8:07 pm

I have a credit card thing i want to use for my map...its basically a card weapon that fires out cash...I got the idea off mainman's rpg server, the only problem is, I cant make the projectiles be picked up. I looked a Shuriken (as the idea is the same) but I don't know where I'm going wrong.

Heres the Projectile Code:

Code: Select all
//==============================================================================
//Credit 1
//==============================================================================
class credit1 extends DeusExProjectile;

defaultproperties
{
     bStickToWall=True
     DamageType=shot
     AccurateRange=256
     maxRange=256
     Mesh=LodMesh'DeusExItems.Credits'
     Texture=Texture'Engine.S_Inventory'
     Damage=0.000000
     MomentumTransfer=1000
     spawnAmmoClass=Class 'DeusExAmmo.CreditChit1'
     Speed=270
     MaxSpeed=270
}


And the weapon code
Code: Select all
//==============================================================================
//Credit Card
//==============================================================================
class CreditCard extends DeusExWeapon;

defaultproperties
{
     HitDamage=0
     AmmoNames(0)=Class'CreditCard.creditchit1'
     AmmoNames(1)=Class'CreditCard.creditchit5'
     AmmoNames(2)=Class'CreditCard.creditchit10'
     ProjectileNames(0)=Class'CreditCard.credit1'
     ProjectileNames(1)=Class'CreditCard.credit5'
     ProjectileNames(2)=Class'CreditCard.credit10'
     InventoryGroup=9
     bInstantRespawn=True
     ItemName="|p2Credit Card"
     Icon=Texture'DeusExUI.Icons.BeltIconCredits'
     beltDescription="CRED CD."
     Texture=Texture'Engine.S_Inventory'
     Mesh=LodMesh'DeusExItems.Credits'
     ShotTime=0.200000
     reloadTime=0.10000
     PlayerViewMesh=LodMesh'DeusExItems.Credits'
     PickupViewMesh=LodMesh'DeusExItems.Credits'
     ItemArticle="a"
     PickupAmmoCount=5
}


Please help :)
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Postby Dae » Fri Dec 23, 05 8:41 pm

A small mistake in credit1.uc :)

Code: Select all
spawnAmmoClass=Class 'DeusExAmmo.CreditChit1'

change to
Code: Select all
spawnAmmoClass=Class'CreditCard.creditchit1'
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Postby AgentSmyth » Fri Dec 23, 05 10:01 pm

O thanx.... :lol: that was a simple problem

Edit: Didnt work :cry:

There is also an ammo code I forgot to add..just incase this helps

Code: Select all
//==============================================================================
//Credit Chit 1
//==============================================================================
class CreditChit1 extends DeusExAmmo;

defaultproperties
{
     AmmoAmount=1
     MaxAmmo=100
     ItemName="|p21 Credit"
     Mesh=LodMesh'DeusExItems.Credits'
     PlayerViewMesh=LodMesh'DeusExItems.Credits'
     PickupViewMesh=LodMesh'DeusExItems.Credits'
}
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Postby Gishank » Sat Dec 24, 05 10:38 am

if your making an entire new projectile class from DX projectile i thought you needed to add vars. :?
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Postby AgentSmyth » Sat Dec 24, 05 10:43 am

well u see i dont know that.... :shock: im so confused...
All thats happening is that its fireing the projectile fine, and its picking up the ammo ok, the only problem I don't know how to fix is to get the projectile picked up again when it is fired...
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Postby Gishank » Sat Dec 24, 05 10:44 am

You missed out alot of Defaults aswell, send to me in pm and i will try andfix it for you ?
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Postby AgentSmyth » Sat Dec 24, 05 10:45 am

thanks I have no idea what I'm doing :lol:
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Postby Gishank » Sat Dec 24, 05 10:46 am

Well it's your first mod so it's ok ;)
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Postby Gishank » Sat Dec 24, 05 11:01 am

Sorry for the double post.
I edited Credit1 do the same with the others. (Proj)
Here is the code i included some original parts of the code in it.

Code: Select all
//==============================================================================
//Credit 1
//==============================================================================
class credit1 extends DeusExProjectile;

var bool bExplodes;            // does this projectile explode?
var bool bBlood;            // does this projectile cause blood?
var bool bDebris;            // does this projectile cause debris?
var bool bStickToWall;         // does this projectile stick to walls?
var bool bStuck;            // is this projectile stuck to the wall?
var vector initDir;            // initial direction of travel
var float blastRadius;         // radius to explode
var Actor damagee;            // who is being damaged
var name damageType;         // type of damage that this projectile does
var int AccurateRange;         // maximum accurate range in world units (feet * 16)
var int MaxRange;            // maximum range in world units (feet * 16)
var vector initLoc;            // initial location for range tracking
var bool bTracking;            // should this projectile track a target?
var Actor Target;            // what target we are tracking
var float time;               // misc. timer
var float MinDrawScale;
var float MaxDrawScale;

var vector LastSeenLoc;    // Last known location of target
var vector NetworkTargetLoc; // For network propagation (non relevant targets)
var bool bHasNetworkTarget;
var bool bHadLocalTarget;

var int gradualHurtSteps;      // how many separate explosions for the staggered HurtRadius
var int gradualHurtCounter;      // which one are we currently doing

var bool bEmitDanger;
var class<DeusExWeapon>   spawnWeaponClass;   // weapon to give the player if this projectile is disarmed and frobbed
var class<Ammo>         spawnAmmoClass;      // weapon to give the player if this projectile is disarmed and frobbed

var bool bIgnoresNanoDefense; //True if the aggressive defense aug does not blow this up.

var bool bAggressiveExploded; //True if exploded by Aggressive Defense

var localized string itemName;      // human readable name
var localized string   itemArticle;   // article much like those for weapons

// network replication
replication
{
   //server to client
   reliable if (Role == ROLE_Authority)
      bTracking, Target, bAggressiveExploded, bHasNetworkTarget, NetworkTargetLoc;
}

function PostBeginPlay()
{
   Super.PostBeginPlay();

   if (bEmitDanger)
      AIStartEvent('Projectile', EAITYPE_Visual);
}

//
// Let the player pick up stuck projectiles
//
function Frob(Actor Frobber, Inventory frobWith)
{
   Super.Frob(Frobber, frobWith);

   // if the player frobs it and it's stuck, the player can grab it
   if (bStuck)
      GrabProjectile(DeusExPlayer(Frobber));
}

function GrabProjectile(DeusExPlayer player)
{
   local Inventory item;

   if (player != None)
   {
      if (spawnWeaponClass != None)      // spawn the weapon
      {
         item = Spawn(spawnWeaponClass);
         if (item != None)
         {
            if ( (Level.NetMode != NM_Standalone ) && Self.IsA('Shuriken'))
               DeusExWeapon(item).PickupAmmoCount = DeusExWeapon(item).PickupAmmoCount * 3;
            else
               DeusExWeapon(item).PickupAmmoCount = 1;
         }
      }
      else if (spawnAmmoClass != None)   // or spawn the ammo
      {
         item = Spawn(spawnAmmoClass);
         if (item != None)
         {
            if ( (Level.NetMode != NM_Standalone ) && Self.IsA('Dart'))
               Ammo(item).AmmoAmount = Ammo(item).AmmoAmount * 3;
            else
               Ammo(item).AmmoAmount = 1;
         }
      }
      if (item != None)
      {
         player.FrobTarget = item;

         // check to see if we can pick up the new weapon/ammo
         if (player.HandleItemPickup(item))
         {
            Destroy();            // destroy the projectile on the wall
            if ( Level.NetMode != NM_Standalone )
            {
               if ( item != None )
                  item.Destroy();
            }
         }
         else
            item.Destroy();         // destroy the weapon/ammo if it can't be picked up

         player.FrobTarget = None;
      }
   }
}

//
// update our flight path based on our ranges and tracking info
//
simulated function Tick(float deltaTime)
{
   local float dist, size;
   local Rotator dir;
   local vector TargetLocation;
   local vector vel;
   local vector NormalHeading;
   local vector NormalDesiredHeading;
   local float HeadingDiffDot;
   local vector zerovec;

   if (bStuck)
      return;

   Super.Tick(deltaTime);

   if (VSize(LastSeenLoc) < 1)
   {
      LastSeenLoc = Location + Normal(Vector(Rotation)) * 10000;
   }

   if (Role == ROLE_Authority)
   {
      bHasNetworkTarget = (Target != None);
   }
   else
   {
      bHadLocalTarget = (bHadLocalTarget || (Target != None));
   }

   if (bTracking && ((Target != None) || ((Level.NetMode != NM_Standalone) && (bHasNetworkTarget)) || ((Level.Netmode != NM_Standalone) && (bHadLocalTarget))))
   {
      // check it's range
      dist = Abs(VSize(Target.Location - Location));
      if (dist > MaxRange)
      {
         // if we're out of range, lose the lock and quit tracking
         bTracking = False;
         Target = None;
         return;
      }
      else
      {
         // get the direction to the target
         if (Level.NetMode == NM_Standalone)
            TargetLocation = Target.Location;
         else
            TargetLocation = AcquireMPTargetLocation();
         if (Role == ROLE_Authority)
            NetworkTargetLoc = TargetLocation;
         LastSeenLoc = TargetLocation;
         dir = Rotator(TargetLocation - Location);
         dir.Roll = 0;

         if (Level.Netmode != NM_Standalone)
         {
            NormalHeading = Normal(Vector(Rotation));
            NormalDesiredHeading = Normal(TargetLocation - Location);
            HeadingDiffDot = NormalHeading Dot NormalDesiredHeading;
         }

         // set our new rotation
         bRotateToDesired = True;
         DesiredRotation = dir;

         // move us in the new direction that we are facing
         size = VSize(Velocity);
         vel = Normal(Vector(Rotation));

         if (Level.NetMode != NM_Standalone)
         {
            size = FMax(HeadingDiffDot,0.4) * Speed;
         }
         Velocity = vel * size;
      }
   }
   else
   {
      // make the rotation match the velocity direction
      SetRotation(Rotator(Velocity));
   }

   dist = Abs(VSize(initLoc - Location));

   if (dist > AccurateRange)      // start descent due to "gravity"
      Acceleration = Region.Zone.ZoneGravity / 2;

   if ((Role < ROLE_Authority) && (bAggressiveExploded))
      Explode(Location, vect(0,0,1));
}

function Timer()
{
   if (bStuck)
      Destroy();
}

simulated function vector AcquireMPTargetLocation()
{
   local vector StartTrace, EndTrace, HitLocation, HitNormal;
   local Actor hit, retval;

   if (Target == None)
   {
      if (bHasNetworkTarget)
         return NetworkTargetLoc;
      else
         return LastSeenLoc;
   }

   StartTrace = Location;
   EndTrace = Target.Location;

   if (!Target.IsA('Pawn'))
      return Target.Location;

   foreach TraceActors(class'Actor', hit, HitLocation, HitNormal, EndTrace, StartTrace)
   {
      if (hit == Target)
         return Target.Location;
   }

   // adjust for eye height
   EndTrace.Z += Pawn(Target).BaseEyeHeight;

   foreach TraceActors(class'Actor', hit, HitLocation, HitNormal, EndTrace, StartTrace)
   {
      if (hit == Target)
         return EndTrace;
   }

   return LastSeenLoc;
}

function SpawnBlood(Vector HitLocation, Vector HitNormal)
{
   local int i;

   if ((DeusExMPGame(Level.Game) != None) && (!DeusExMPGame(Level.Game).bSpawnEffects))
      return;

   spawn(class'BloodSpurt',,,HitLocation+HitNormal);
   for (i=0; i<Damage/7; i++)
   {
      if (FRand() < 0.5)
         spawn(class'BloodDrop',,,HitLocation+HitNormal*4);
   }
}

simulated function SpawnEffects(Vector HitLocation, Vector HitNormal, Actor Other)
{
   local int i;
   local DeusExDecal mark;
   local Rockchip chip;

   // don't draw damage art on destroyed movers
   if (DeusExMover(Other) != None)
      if (DeusExMover(Other).bDestroyed)
         ExplosionDecal = None;

   // draw the explosion decal here, not in Engine.Projectile
   if (ExplosionDecal != None)
   {
      mark = DeusExDecal(Spawn(ExplosionDecal, Self,, HitLocation, Rotator(HitNormal)));
      if (mark != None)
      {
         mark.DrawScale = FClamp(damage/30, 0.5, 3.0);
         mark.ReattachDecal();
      }

      ExplosionDecal = None;
   }

   //DEUS_EX AMSD Don't spawn these on the server.
   if ((Level.NetMode == NM_DedicatedServer) && (Role == ROLE_Authority))
      return;

   if (bDebris)
   {
      for (i=0; i<Damage/5; i++)
         if (FRand() < 0.8)
         {
            chip = spawn(class'Rockchip',,,HitLocation+HitNormal);
            //DEUS_EX AMSD In multiplayer, don't propagate these to
            //other players (or from the listen server to clients).
            if (chip != None)
               chip.RemoteRole = ROLE_None;
         }
   }
}

simulated function DrawExplosionEffects(vector HitLocation, vector HitNormal)
{
   local ShockRing ring;
   local SphereEffect sphere;
   local ExplosionLight light;
   local AnimatedSprite expeffect;

   // draw a pretty explosion
   light = Spawn(class'ExplosionLight',,, HitLocation);
   if (light != None)
      light.RemoteRole = ROLE_None;

   if (blastRadius < 128)
   {
      expeffect = Spawn(class'ExplosionSmall',,, HitLocation);
      light.size = 2;
   }
   else if (blastRadius < 256)
   {
      expeffect = Spawn(class'ExplosionMedium',,, HitLocation);
      light.size = 4;
   }
   else
   {
      expeffect = Spawn(class'ExplosionLarge',,, HitLocation);
      light.size = 8;
   }

   if (expeffect != None)
      expeffect.RemoteRole = ROLE_None;

   // draw a pretty shock ring
   // For nano defense we are doing something else.
   if ((!bAggressiveExploded) || (Level.NetMode == NM_Standalone))
   {
      ring = Spawn(class'ShockRing',,, HitLocation, rot(16384,0,0));
      if (ring != None)
      {
         ring.RemoteRole = ROLE_None;
         ring.size = blastRadius / 32.0;
      }
      ring = Spawn(class'ShockRing',,, HitLocation, rot(0,0,0));
      if (ring != None)
      {
         ring.RemoteRole = ROLE_None;
         ring.size = blastRadius / 32.0;
      }
      ring = Spawn(class'ShockRing',,, HitLocation, rot(0,16384,0));
      if (ring != None)
      {
         ring.RemoteRole = ROLE_None;
         ring.size = blastRadius / 32.0;
      }
   }
   else
   {
      sphere = Spawn(class'SphereEffect',,, HitLocation, rot(16384,0,0));
      if (sphere != None)
      {
         sphere.RemoteRole = ROLE_None;
         sphere.size = blastRadius / 32.0;
      }
      sphere = Spawn(class'SphereEffect',,, HitLocation, rot(0,0,0));
      if (sphere != None)
      {
         sphere.RemoteRole = ROLE_None;
         sphere.size = blastRadius / 32.0;
      }
      sphere = Spawn(class'SphereEffect',,, HitLocation, rot(0,16384,0));
      if (sphere != None)
      {
         sphere.RemoteRole = ROLE_None;
         sphere.size = blastRadius / 32.0;
      }
   }
}

//
// Exploding state
//
state Exploding
{
   ignores ProcessTouch, HitWall, Explode;

   function DamageRing()
   {
      local Pawn apawn;
      local float damageRadius;
      local Vector dist;

      if ( Level.NetMode != NM_Standalone )
      {
         damageRadius = (blastRadius / gradualHurtSteps) * gradualHurtCounter;

         for ( apawn = Level.PawnList; apawn != None; apawn = apawn.nextPawn )
         {
            if ( apawn.IsA('DeusExPlayer') )
            {
               dist = apawn.Location - Location;
               if ( VSize(dist) < damageRadius )
               {
                  if ( gradualHurtCounter <= 2 )
                  {
                     if ( apawn.FastTrace( apawn.Location, Location ))
                        DeusExPlayer(apawn).myProjKiller = Self;
                  }
                  else
                     DeusExPlayer(apawn).myProjKiller = Self;
               }
            }
         }
      }
      //DEUS_EX AMSD Ignore Line of Sight on the lowest radius check, only in multiplayer
      HurtRadius
      (
         (2 * Damage) / gradualHurtSteps,
         (blastRadius / gradualHurtSteps) * gradualHurtCounter,
         damageType,
         MomentumTransfer / gradualHurtSteps,
         Location,
         ((gradualHurtCounter <= 2) && (Level.NetMode != NM_Standalone))
      );
   }

   function Timer()
   {
      gradualHurtCounter++;
      DamageRing();
      if (gradualHurtCounter >= gradualHurtSteps)
         Destroy();
   }

Begin:
   // stagger the HurtRadius outward using Timer()
   // do five separate blast rings increasing in size
   gradualHurtCounter = 1;
   gradualHurtSteps = 5;
   Velocity = vect(0,0,0);
   bHidden = True;
   LightType = LT_None;
   SetCollision(False, False, False);
   DamageRing();
   SetTimer(0.25/float(gradualHurtSteps), True);
}

function PlayImpactSound()
{
   local float rad;

   if ((Level.NetMode == NM_Standalone) || (Level.NetMode == NM_ListenServer) || (Level.NetMode == NM_DedicatedServer))
   {
      rad = Max(blastRadius*4, 1024);
      PlaySound(ImpactSound, SLOT_None, 2.0,, rad);
   }
}

auto simulated state Flying
{
   simulated function ProcessTouch (Actor Other, Vector HitLocation)
   {
      if (bStuck)
         return;

      if ((Other != instigator) && (DeusExProjectile(Other) == None) &&
         (Other != Owner))
      {
         damagee = Other;
         Explode(HitLocation, Normal(HitLocation-damagee.Location));

         // DEUS_EX AMSD Spawn blood server side only
         if (Role == ROLE_Authority)
         {
            if (damagee.IsA('Pawn') && !damagee.IsA('Robot') && bBlood)
               SpawnBlood(HitLocation, Normal(HitLocation-damagee.Location));
         }
      }
   }
   simulated function HitWall(vector HitNormal, actor Wall)
   {
      if (bStickToWall)
      {
         Velocity = vect(0,0,0);
         Acceleration = vect(0,0,0);
         SetPhysics(PHYS_None);
         bStuck = True;

         // MBCODE: Do this only on server side
         if ( Role == ROLE_Authority )
         {
            if (Level.NetMode != NM_Standalone)
               SetTimer(5.0,False);

            if (Wall.IsA('Mover'))
            {
               SetBase(Wall);
               Wall.TakeDamage(Damage, Pawn(Owner), Wall.Location, MomentumTransfer*Normal(Velocity), damageType);
            }
         }
      }

      if (Wall.IsA('BreakableGlass'))
         bDebris = False;

      SpawnEffects(Location, HitNormal, Wall);

      Super.HitWall(HitNormal, Wall);
   }
   simulated function Explode(vector HitLocation, vector HitNormal)
   {
      local bool bDestroy;
      local float rad;

      // Reduce damage on nano exploded projectiles
      if ((bAggressiveExploded) && (Level.NetMode != NM_Standalone))
         Damage = Damage/6;

      bDestroy = false;

      if (bExplodes)
      {
         //DEUS_EX AMSD Don't draw effects on dedicated server
         if ((Level.NetMode != NM_DedicatedServer) || (Role < ROLE_Authority))
            DrawExplosionEffects(HitLocation, HitNormal);

         GotoState('Exploding');
      }
      else
      {
         // Server side only
         if ( Role == ROLE_Authority )
         {
            if ((damagee != None) && (Tracer(Self) == None)) // Don't even attempt damage with a tracer
            {
               if ( Level.NetMode != NM_Standalone )
               {
                  if ( damagee.IsA('DeusExPlayer') )
                     DeusExPlayer(damagee).myProjKiller = Self;
               }
               damagee.TakeDamage(Damage, Pawn(Owner), HitLocation, MomentumTransfer*Normal(Velocity), damageType);
            }
         }
         if (!bStuck)
            bDestroy = true;
      }

      rad = Max(blastRadius*24, 1024);

      // This needs to be outside the simulated call chain
      PlayImpactSound();

      //DEUS_EX AMSD Only do these server side
      if (Role == ROLE_Authority)
      {
         if (ImpactSound != None)
         {
            AISendEvent('LoudNoise', EAITYPE_Audio, 2.0, blastRadius*24);
            if (bExplodes)
               AISendEvent('WeaponFire', EAITYPE_Audio, 2.0, blastRadius*5);
         }
      }
      if (bDestroy)
         Destroy();
   }
   simulated function BeginState()
   {
      local DeusExWeapon W;

      initLoc = Location;
      initDir = vector(Rotation);
      Velocity = speed*initDir;
      PlaySound(SpawnSound, SLOT_None);
   }
}


defaultproperties
{
     LifeSpan=60.000000
     bStickToWall=True
     DamageType=Shot
     AccurateRange=256
     maxRange=256
     Mesh=LodMesh'DeusExItems.Credits'
     Texture=Texture'Engine.S_Inventory'
     Damage=0.000000
     MomentumTransfer=1000
     spawnAmmoClass=Class'CreditCard.creditchit1'
     Speed=270
     MaxSpeed=270
}
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Postby Alex » Sat Dec 24, 05 11:49 am

Klop, that is too stupid, just reassign the functions you want to change.
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Postby MainMan » Sat Dec 24, 05 12:23 pm

Klop you idiot, you dont need that. Look: credit1 extends DeusExProjectile, so it already uses every function from the superclass (deusexprojectile) so there is no need to copy it again, unless you want to change it! With all that bad code, no wonder your server's a lagbot.

Same with defaults. If he does not need to change a default (in this case it looks like lifespan isn't needed), then don't include it!

Please, don't try and help with something you know nothing/very little about, it just makes you look stupid. :P


EDIT: and agent, for your weapon, you also need to add the lines
Code: Select all
AmmoName=Class'CreditCard.creditchit1'
ProjectileClass=Class'CreditCard.credit1'
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Postby Spiderbot01 » Sat Dec 24, 05 12:39 pm

Main Man wrote:Klop you idiot, you dont need that. Look: credit1 extends DeusExProjectile, so it already uses every function from the superclass (deusexprojectile) so there is no need to copy it again, unless you want to change it! With all that bad code, no wonder your server's a lagbot.

Same with defaults. If he does not need to change a default (in this case it looks like lifespan isn't needed), then don't include it!

Please, don't try and help with something you know nothing/very little about, it just makes you look stupid. :P


EDIT: and agent, for your weapon, you also need to add the lines
Code: Select all


AmmoName=Class'CreditCard.creditchit1'
ProjectileClass=Class'CreditCard.credit1'


Owned. Klop, you were owned, with a capital Q.
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Postby Gishank » Sat Dec 24, 05 1:30 pm

My server only lags when i use alrighty mod.
I thought it said
Code: Select all
Credit1 Expands DeusExWeapon :X
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Postby Wasted » Sat Dec 24, 05 1:37 pm

Yeah like Spidey said, owned. Main u really letting that guy use ur credit card thing?
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Postby Gishank » Sat Dec 24, 05 1:39 pm

He isn't using main mans one he is just making his own.
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Postby AgentSmyth » Sat Dec 24, 05 5:10 pm

I think I may know how to solve the problem...I'll make the projectile a sub class of shuriken, there fore I should be able to pick it up...
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Postby Snakey » Sat Dec 24, 05 5:31 pm

Just put-

Code: Select all
bStickToWall=True


In it.
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Postby AgentSmyth » Sat Dec 24, 05 6:14 pm

:? u didnt read the code did u...

Edit:Ive had to change it, what happened was I got it to work in a weird way. What happened was that it shot the 1,5 and 10 credits, and you were able to pick them up, but they were all picked up as 1 credits, so only 1 credits worked. So I changed it to only have 1 type of credit...5, not what I wanted, but it will have to do.
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Postby Cozmo » Fri Dec 30, 05 10:31 pm

i made a card like this a few months ago on another topic that works in exact same way so that ammo represents your money... but just give up, on dxmp games you can only have 3 numbers of alternative ammo, like the pickup ammoammount with 20mm shells is 4 - you can only hold 12... (4x3=12) same with lam...
srry...i think itd need a new gametype for more then 3.
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Postby AgentSmyth » Sat Dec 31, 05 12:42 am

i was going to use that..but it wasnt there..and i red that there was a glitch so i decided to make my own...
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Postby Cozmo » Sat Dec 31, 05 1:40 am

that was the glitch, works fine on Sp but thats no good...
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Postby AgentSmyth » Sat Dec 31, 05 12:15 pm

well unlessu want to have a single player rpg and u can play with pawns :P
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Postby MainMan » Sat Dec 31, 05 12:33 pm

~Cozmo~ wrote:i made a card like this a few months ago on another topic that works in exact same way so that ammo represents your money... but just give up, on dxmp games you can only have 3 numbers of alternative ammo, like the pickup ammoammount with 20mm shells is 4 - you can only hold 12... (4x3=12) same with lam...
srry...i think itd need a new gametype for more then 3.


are you sure? Not if you create a custom ammo class i don't think. I can pickup more than 3 ammopacks on my nailage rocket launcher.

(this is the alternate ammo)

Code: Select all
class AmmoNailageFireBall extends DeusExAmmo;

defaultproperties
{
     bShowInfo=True
     AmmoAmount=12
     MaxAmmo=90
     ItemName="Nailage FireBalls"
     ItemArticle="some"
     PickupViewMesh=LodMesh'DeusExItems.HECannister20mm'
     LandSound=Sound'DeusExSounds.Generic.WoodHit2'
     Icon=Texture'DeusExUI.Icons.BeltIconAmmoRockets'
     largeIcon=Texture'DeusExUI.Icons.LargeIconAmmoRockets'
     largeIconWidth=46
     largeIconHeight=36
     Description="Sup dawg."
     beltDescription="FIREBALL"
     Skin=Texture'DeusExItems.Skins.DataCubeTex1'
     Mesh=LodMesh'DeusExItems.HECannister20mm'
     DrawScale=1.700000
     CollisionRadius=3.000000
     CollisionHeight=6.180000
     bCollideActors=True
}
and this works fine. You can hold upto 90, like it says
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Postby Cozmo » Sat Dec 31, 05 6:49 pm

it is custom ammo, i have no clue - anyway if i use somthing like darkforce1 mod i can bank it, shop interface could help to store it but dosent work with mtl
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