In the game, as everyone knows, you can run straight through a team mate.
I want to stop this behaviour and make the player block instead. I did notice that you do bump into the enemy players though....
Ive looked at the at ROPawn's Touch event which is as follows:
Judging by those comments above, overriding it from my custom pawn class "should" maybe put blocking back on but it does not.
What other things could I look for in order to achieve this?
I want to stop this behaviour and make the player block instead. I did notice that you do bump into the enemy players though....
Ive looked at the at ROPawn's Touch event which is as follows:
Code:
/**
* Overriden to support non-blocking, but still player kickable actors
* Created by: aladenberger 5/31/2011
*/
simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
//local KActorFromStatic NewKActor;
local StaticMeshComponent OtherStaticMesh;
if ( WorldInfo.NetMode != NM_DedicatedServer )
{
if ( Other.bWorldGeometry && Other.CollisionType == COLLIDE_RO_CanBecomeDynamic )
{
OtherStaticMesh = StaticMeshComponent(OtherComp);
if ( OtherStaticMesh != None && OtherStaticMesh.CanBecomeDynamic() )
{
class'KActorFromStatic'.Static.MakeDynamic(OtherStaticMesh);
}
}
}
}
Judging by those comments above, overriding it from my custom pawn class "should" maybe put blocking back on but it does not.
What other things could I look for in order to achieve this?