• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Code HUDStopWatch - Interaction Example

scary ghost

Grizzled Veteran
Sep 13, 2010
899
316
California
A sample mutator I made to learn how to use an interaction. The unreal wiki has some pretty good articles about it and how to create one:
http://wiki.beyondunreal.com/Legacy:Interaction[url]http://wiki.beyondunreal.com/Legacy:Interaction[/URL]

This mutator displays a little stopwatch timer underneath the monster counter. You can toggle, start/stop, and reset the timer. The stopwatch actions can be bound in the "Controls" tab under "Settings".

Download
[url]https://dl.dropbox.com/u/16251678/HUDStopWatch_v1.0.zip[/URL]

Screenshots
http://i45.tinypic.com/if67f7.jpg[url]http://i45.tinypic.com/if67f7.jpg[/URL]
http://i49.tinypic.com/i2inx3.jpg[url]http://i49.tinypic.com/i2inx3.jpg[/URL]
 
Spoiler!


Thank u so much..

Can I ask you 2 question?

Spoiler!



How to fix? point out...

and on questions...
If i want... can i change such SRVeterancyTypes and SRHUDKillingFloor and etc in serverperks folder?
If not... How to?
 
Upvote 0
Spoiler!


Thank u so much..

Can I ask you 2 question?

Spoiler!



How to fix? point out...

and on questions...
If i want... can i change such SRVeterancyTypes and SRHUDKillingFloor and etc in serverperks folder?
If not... How to?

It's because TWI changed the base code for KFVeterancyTypes and modified it so that the function GetHeadShotDamMulti has different paraments, therefore Scary will have to change that functions parameters to match the native one in the base code.
 
Upvote 0
Spoiler!


Thank u so much..

Can I ask you 2 question?

Spoiler!



How to fix? point out...

and on questions...
If i want... can i change such SRVeterancyTypes and SRHUDKillingFloor and etc in serverperks folder?
If not... How to?


In SRVetSharpShooter :

Change This :

Code:
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType)

For this

Code:
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType)
 
Upvote 0