I've been trying to get the Brute and Shiver to work in Marcos Versus mode but sadly I can't get them to work just how they should
The brute doesn't lower his block even though I specifically made it call the lower block function if it's up
The shivers teleport is messed up instead of teleporting to where I'm looking he teleports forward and from any distance
Here is there code:
Shiver:
Brute:
The brute doesn't lower his block even though I specifically made it call the lower block function if it's up
The shivers teleport is messed up instead of teleporting to where I'm looking he teleports forward and from any distance
Here is there code:
Shiver:
Code:
function SetAttackAnim()
{
if( ClientFire[0]==1 )
SetAnimAction('Claw');
else if( ClientFire[1]==1 && !bDecapitated && NextChargeTimer<Level.TimeSeconds && !IsInState('PlayerRunning') )
{
if( CanRun() )
GoToState('PlayerRunning');
if( NextChargeTimer<Level.TimeSeconds )
return;
else if( CanTeleport() )
StartTeleport();
return;
}
else return;
bShotAnim = true;
}
function FlashTeleport()
{
if(PlayerController(Controller) == none)
Super.FlashTeleport();
else
PlayerTeleport();
}
function PlayerTeleport()
{
local Actor HitActor;
local Vector HitNormal, HitLocation;
HitActor = Trace(HitLocation, HitNormal, Location + float(10000) * vector(Rotation), Location, true);
if(HitActor == none)
{
HitLocation = Location + float(10000) * vector(Rotation);
}
else
{
HitLocation = HitLocation + CollisionRadius * HitNormal;
}
SetLocation(HitLocation);
PlaySound(Sound'WPC_Zeds2_A.WarpGroup', SLOT_Interact, 4.0);
bFlashTeleporting = false;
LastFlashTime = Level.TimeSeconds;
}
Brute:
Code:
function SetAttackAnim()
{
if( ClientFire[0]==1 )
{
if( bServerBlock )
SetAnimAction('AoeClaw');
else
SetAnimAction('BlockClaw');
}
else if( ClientFire[1]==1 && !bDecapitated && NextChargeTimer<Level.TimeSeconds && !IsInState('PlayerRunning') )
{
if( bServerBlock )
ServerLowerBlock();
else
ServerRaiseBlock();
return;
}
else return;
bShotAnim = true;
}