I've avoided coding areas for a long time, but here I am, fukdefukdefukfuk
Not sure if anyone can help but I have quite a few other scripts that did fancy things in the KF mod, which I want in my new / ported, Tripwire maps, so with the barrels I thought I'd start asking.
First, the barrels worked ok in the KF mod. I knew transferring them to KF Tripwire that their calls sounds / tex / meshes would need changing, which I did roughly and would fine tune when I saw how the barrels ran.
ucc make says: Error: C:\Program Files\Steam\SteamApps\common\killingfloor\fngbarrels\Classes\FireBarrelGlob.uc(206) : Error, Redefinition of 'function takedamage' differs from original in Actor
I read on Wiki http://wiki.beyondunreal.com/Legacy:Compiler_Errors :Redefinition of 'function name' differs from original
When overriding functions you are not allowed to change the return type, the number or type of parameters or some of the function modifiers, e.g. static functions must stay static, public functions can't become protected. (E.g. simulated or native functions can become non-simulated or non-native in subclasses though, because those keywords only apply to the actual implementation in that single class.)
Functions can't be over ed in UnrealScript.
This means some functions weren't ported from the mod? I read on http://www.oldunreal.com forums that different games based on the same engine can differ greatly, obviously, but even basic codewise.
Fair enough, but I'd like some sort of exploding barrel. I commented the offending function // but other problems arose, so I thought I should ask. Even an overview would be appreciated.
Least I've learned about importing, exporting and compiling code, so I'll be canniblizing stuff for my anims / decos, and I did essentials in BF1942, porting a Heinkel into a map I made. The file structure was fairly similar, and I guess most game structures have filing similarities -- to let you know where I'm at. I also had a read Duckie's and Chicken's informative posts about the guns.
If anyone's interested I enclosed a link to the original barrels files for UT /KFmod, and my modification. Unmodified by me: http://www.usaupload.net/d/rgjv5qouc00 Modified by me:http://www.usaupload.net/d/lnu266e9kfx -- note: the mesh stuff is probably in the wrong place, but I was getting to that, then I was stumped by 'function.'
I should add, I only wanted the fire barrel, so I've only worked on that.
Thanks in anticipation.
Not sure if anyone can help but I have quite a few other scripts that did fancy things in the KF mod, which I want in my new / ported, Tripwire maps, so with the barrels I thought I'd start asking.
First, the barrels worked ok in the KF mod. I knew transferring them to KF Tripwire that their calls sounds / tex / meshes would need changing, which I did roughly and would fine tune when I saw how the barrels ran.
ucc make says: Error: C:\Program Files\Steam\SteamApps\common\killingfloor\fngbarrels\Classes\FireBarrelGlob.uc(206) : Error, Redefinition of 'function takedamage' differs from original in Actor
I read on Wiki http://wiki.beyondunreal.com/Legacy:Compiler_Errors :Redefinition of 'function name' differs from original
When overriding functions you are not allowed to change the return type, the number or type of parameters or some of the function modifiers, e.g. static functions must stay static, public functions can't become protected. (E.g. simulated or native functions can become non-simulated or non-native in subclasses though, because those keywords only apply to the actual implementation in that single class.)
Functions can't be over ed in UnrealScript.
This means some functions weren't ported from the mod? I read on http://www.oldunreal.com forums that different games based on the same engine can differ greatly, obviously, but even basic codewise.
Fair enough, but I'd like some sort of exploding barrel. I commented the offending function // but other problems arose, so I thought I should ask. Even an overview would be appreciated.
Least I've learned about importing, exporting and compiling code, so I'll be canniblizing stuff for my anims / decos, and I did essentials in BF1942, porting a Heinkel into a map I made. The file structure was fairly similar, and I guess most game structures have filing similarities -- to let you know where I'm at. I also had a read Duckie's and Chicken's informative posts about the guns.
If anyone's interested I enclosed a link to the original barrels files for UT /KFmod, and my modification. Unmodified by me: http://www.usaupload.net/d/rgjv5qouc00 Modified by me:http://www.usaupload.net/d/lnu266e9kfx -- note: the mesh stuff is probably in the wrong place, but I was getting to that, then I was stumped by 'function.'
I should add, I only wanted the fire barrel, so I've only worked on that.
Thanks in anticipation.