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  #21  
Old 07-31-2012, 03:27 AM
tehmadcap tehmadcap is offline
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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:
C:\Program Files\Steam\steamapps\Common\killingfloor\WTFNades \Classes\WTFEquipNa
deFire.uc(17) : Error, Can't find Class 'WTFNades.SRVetBerserker'
Compile aborted due to errors.
Failure - 1 error(s), 0 warning(s)
Which means you need to add ServerPerks to the package, or add it separately in editpackages and change the package references in WTFEquipNadeFire.uc

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);
and then it compiles without errors. I've attached the compiled package to this post. Obviously you will need serverperks for it to work
Attached Files
File Type: zip WTFNades.zip (12.6 KB, 13 views)

Last edited by tehmadcap; 07-31-2012 at 04:37 AM.
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  #22  
Old 07-31-2012, 04:54 AM
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sum1mustgethurt sum1mustgethurt is offline
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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  
Old 07-31-2012, 06:13 AM
tehmadcap tehmadcap is offline
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Funny thing is I can't get it to work. How did you do it?
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  #24  
Old 07-31-2012, 04:14 PM
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slavek slavek is offline
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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  
Old 07-31-2012, 06:32 PM
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sum1mustgethurt sum1mustgethurt is offline
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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  
Old 07-31-2012, 06:49 PM
tehmadcap tehmadcap is offline
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Quote:
Originally Posted by slavek View Post
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
}
That's how i went about it except by adding default properties to the serverperks humanpawn class. Would it also need a check replacement for pickup and ammo?
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  #27  
Old 08-01-2012, 03:30 AM
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sum1mustgethurt sum1mustgethurt is offline
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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  
Old 08-01-2012, 06:41 PM
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YoYoBatty YoYoBatty is offline
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Quote:
Originally Posted by sum1mustgethurt View Post
3) lol @ the "my life" quote. Yeah, I do tend to respond with a lot, but I do so in pretty much everything (it's a terrible habit I picked up from being a writer). In the end, I always get my point across and.. case closed. I doubt he would've had much to say truthfully... I just wanted him to read the post so I don't end up making a soliloquy. Really the only possible counters anyone could have to my block of text is acting indifferent, mocking certain aspects that are irrelevant to the main point, or even criticizing the length by itself. I think of it as chess with words, I have a lot of fun doing things like this - no joke
SMGH
To be honest, I didn't even bother reading what you said because it was a little bit long, I just responded to what DMN666 said and guessed it was just something silly. Do you mind giving me a brief summary of it?
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  #29  
Old 08-01-2012, 11:48 PM
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sum1mustgethurt sum1mustgethurt is offline
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Quote:
Originally Posted by YoYoBatty View Post
To be honest, I didn't even bother reading what you said because it was a little bit long, I just responded to what DMN666 said and guessed it was just something silly. Do you mind giving me a brief summary of it?
I wouldn't say I'd ever need to - it's apparent that you already know and are just doing precisely what I predicted, which is acting indifferent. I scarcely believe that you would go out of your way to respond rather than take the same amount of time to at least read the part addressing you.

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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