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#21
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It's missing one of the classes.
Code:
class WTFEquipFTFuelFlame extends Emitter;
var () float BurnInterval; // Interval between burn damage.
var Actor Parent; // Parent Actor
var () int FlameDamage; // How much dmg the touchee takes.
simulated function PostBeginPlay()
{
SetTimer(BurnInterval,True);
}
simulated function Timer()
{
local Material SurfaceMat;
local int HitSurface;
local Vector HitLocation, HitNormal;
local rotator EffectDir;
local Actor Other;
Other = Trace(HitLocation, HitNormal, Location + vector(Rotation) * 32, Location - vector(Rotation) * 16, true,, SurfaceMat);
EffectDir = rotator(MirrorVectorByNormal(vector(Rotation), HitNormal));
if(Vehicle(Other) != None && Other.SurfaceType == 0)
HitSurface = 3;
else if(Other != None && !Other.IsA('LevelInfo') && Other.SurfaceType != 0)
HitSurface = Other.SurfaceType;
else if(SurfaceMat != None)
HitSurface = SurfaceMat.SurfaceType;
}
Ok so now we get a new error: Quote:
Code:
EditPackages=ServerPerks EditPackages=ServerPerksMut EditPackages=ServerPerksP EditPackages=WTFNades Code:
if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetBerserker') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeThrowingKnife', instigator,, Start, Dir); else if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetFieldMedic') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeStun', instigator,, Start, Dir); else if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetDemolitions') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeHE', instigator,, Start, Dir); else if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetSupportSpec') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeHE', instigator,, Start, Dir); else if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetCommando') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeThrowingKnife', instigator,, Start, Dir); else if (KFPRI.ClientVeteranSkill == Class'ServerPerksP.SRVetFireBug') g = Weapon.Spawn(Class'WTFNades.WTFEquipNadeflame', instigator,, Start, Dir); Last edited by tehmadcap; 07-31-2012 at 04:37 AM. |
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#22
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Many thanks for the help, tehmadcap, that solves it. +1
![]() I've got the grenades working on my test server, I'll probably implement it being perk specific tomorrow on my main and see how that goes. It's breaking dawn here so I'll catch some shut eye; more progress on this later. Speaking of which, the only thing I really need now is a way to turn the zeds caught in the blast radius blue. I'd very much appreciate if anyone could do it or suggest ways Other than that I'll add the sounds and other stasis effects myself.SMGH Last edited by sum1mustgethurt; 07-31-2012 at 04:58 AM. |
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#23
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Funny thing is I can't get it to work. How did you do it?
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#24
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Sry wasn't here to help, went out after I posted the files. You probably also need a replacment mutator to change the normal KF grenades to the new modified grenade weapon.
Code:
//-----------------------------------------------------------
class MutStasis extends Mutator;
function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
{
if ( Other.IsA('KFHumanPawn') )
{
KFHumanPawn(Other).RequiredEquipment[0] = "KFMod.Single";
KFHumanPawn(Other).RequiredEquipment[1] = "Stasis.WTFEquipNadeWeapon";
KFHumanPawn(Other).RequiredEquipment[2] = "KFMod.Knife";
KFHumanPawn(Other).RequiredEquipment[3] = "KFMod.Welder";
KFHumanPawn(Other).RequiredEquipment[4] = "KFMod.Syringe";
// delete inventory leftover from previous perks? or set perk to nothing in the perk mutator when a player dies?
return true;
}
return true;
}
defaultproperties
{
GroupName="KF-StasisMut"
FriendlyName="Stasis Grenades"
Description="Adds Stasis Grenades to the game."
bAlwaysRelevant=True
RemoteRole=ROLE_SimulatedProxy
}
__________________
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#25
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Thanks for the reply, Slavek but I realized that it's too much work trying to add just one grenade by itself so I decided this morning to just install the entire WTFMod into my server and use what I need (there are a lot of neat weapons in there anyways). Later, of course, I'll attempt to extract the finished Stasis grenade coding by itself. Oh and tehmadcap, I assumed it was working when I entered the server with no problems - ultimately my logic is flawed late at night. All that matters now is that I have the stun grenades. I'll now proceed to edit the stun properties and effects. I appreciate the help so far and am glad with the progress but I have to go AWOL for a family emergency over the next few days. I won't be able to work on this until I come back.
Nonetheless, if anyone else is interested in helping me with this project in terms of coding, especially with turning zeds blue, please leave a reply. SMGH Last edited by sum1mustgethurt; 07-31-2012 at 07:18 PM. |
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#26
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Quote:
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#27
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Update: I have managed to compile the weapon files by themselves, including the stun grenade from WTFMod. I edited the properties so that the explosion nearly freezes them like stasis grenades should do. I'm now starting to look into the coding for EMP grenades mutator to see if I can produce a similar effect for the stun grenade - no explosion, knockback; just a vivid electrical outburst effect. The next step would be attempting to make the zeds blue, which I have no clue where to begin with at the present moment. Progress should be slow given my upcoming trip tomorrow.
SMGH |
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#28
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Quote:
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#29
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Quote:
![]() You telling me to summarize or quote it seems more like a bad attempt at mockery/provoking than anything else on your part. I might come off as rude from this, but frankly, you're only trying to avoid having to think of a real answer to what I said. We both know you don't have any good points to raise in response anyways so you're just trying to save face by pretending you missed it. Now if you really are being truthful, then I highly recommend that you take your sweet time to read it, (it's quite easy when you only read the part meant for you)... You're seriously missing out on a new member beating a senior member in an argument. Anyway, this issue was clearly resolved days ago and is no longer relevant to the thread so I won't address it any longer. I don't like picking on others either, truthfully, but at least I admit what I do wrong. ![]() SMGH Last edited by sum1mustgethurt; 08-02-2012 at 12:22 AM. |
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