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Adding a ranged attack?

 
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Sun Jul 01, 2007 5:57 am    Post subject: Adding a ranged attack? Reply with quote

Ok next up I'd like to find out how to add a ranged attack to a pawn that doesn't originally have one. Like A pupae or manta. Someone was telling me you have to add some code has anyone already done this and want to share it?
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ShadowHunter
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PostPosted: Sun Jul 01, 2007 4:12 pm    Post subject: Reply with quote

In default properties found flag "Combat".Here you'l find options bHasRangedProjectile , RangedProjectile etc.Use those options.If still dont work, search for needed scripts in ScriptedPawn classes who can shoot with projectile.
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Mon Jul 02, 2007 12:04 am    Post subject: Reply with quote

yup it needs code already new that heh, someone sent me some so i'm trying it now so far no luck tho.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Jul 02, 2007 7:08 pm    Post subject: Reply with quote

Am i that person?
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Mon Jul 02, 2007 11:25 pm    Post subject: Reply with quote

Yup, but I'm having problems with it, it seems to be shooting itself lol or the ground in front of it.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Jul 03, 2007 12:42 pm    Post subject: Reply with quote

BTW, did you took a look at that berserkpack mod sources i send to you??
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Cheese



Joined: 30 Mar 2006
Posts: 79
Location: ...YES

PostPosted: Wed Jul 04, 2007 6:51 pm    Post subject: Reply with quote

Code:

function PlayRangedAttack()
{
   local vector projStart;
   local vector adjust;
   
   adjust = vect(0,0,0);
   adjust.Z = Target.CollisionHeight + 20;
   Acceleration = AccelRate * Normal(Target.Location - Location + adjust);
   projStart = Location - 0.5 * CollisionHeight * vect(0,0,1);
   spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, 400, false, false));

}

defaultproperties
{
bHasRangedAttack=True
}



Now just make the monster play whatever firing animation it has, and set the ranged projectile.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Thu Jul 05, 2007 2:51 pm    Post subject: Reply with quote

Thats EXACTLY the same thing i posted at anarchys Forum. Btw is that upakguns that file you send to em for my server? when i still had one.
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Cheese



Joined: 30 Mar 2006
Posts: 79
Location: ...YES

PostPosted: Sat Jul 07, 2007 5:41 am    Post subject: Reply with quote

Yes, UpakGuns is that same package.

Quote:

Thats EXACTLY the same thing i posted at anarchys Forum.

Hmm, I never saw that at anarchy's forum. Meh.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Sat Jul 07, 2007 10:56 am    Post subject: Reply with quote

Doh! The first part wasnt from Anarchy's forum hehe.
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Sat Jul 14, 2007 7:53 pm    Post subject: Reply with quote

Ok I tried that code for the fly but it doesent fly around it walks on the ground?
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Tue Jul 17, 2007 9:38 am    Post subject: Reply with quote

hey guys it turns out if does work not sure why that particular time it didn't choose to fly lol.
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