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automag problems

 
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[DK]blade_the_merc.



Joined: 09 Aug 2007
Posts: 6
Location: somewhere in the year A.D. 2101

PostPosted: Thu Aug 09, 2007 7:29 pm    Post subject: automag problems Reply with quote

hey it's me blade i'm having problems modding a automag (including the minigun)

well i managed to change the standard projectile but is there a way to change the alt fire to something else i've been changing the projectile class in the alt class and yet still fires standard bullets

also would anyone know how to disable the dispersion pistols charging?

also in three weeks hopefully i will be returning to the unreal world
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mental-HunteR



Joined: 05 May 2006
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PostPosted: Fri Aug 10, 2007 12:20 am    Post subject: Reply with quote

Code:


function Fire( float Value )
{
      GotoState('NormalFire');
      if ( PlayerPawn(Owner) != None )
         PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
      bPointing=True;
      PlayFiring();
      if ( !bRapidFire && (FiringSpeed > 0) )
         Pawn(Owner).PlayRecoil(FiringSpeed);

         ProjectileFire(class'MonsterPack.P1', \\ <- ProjectileCLass ProjectileSpeed, bWarnTarget);
      if ( Owner.bHidden )
         CheckVisibility();
}

function AltFire( float Value )
{
      GotoState('AltFiring');
      if ( PlayerPawn(Owner) != None )
         PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
      bPointing=True;
      PlayAltFiring();
      if ( !bRapidFire && (FiringSpeed > 0) )
         Pawn(Owner).PlayRecoil(FiringSpeed);

         ProjectileFire  // AltProjectileClass ->(class'MonsterPack.QuadProj', AltProjectileSpeed, bAltWarnTarget);
      if ( Owner.bHidden )
         CheckVisibility();

}


function PlayFiring()
{
   Owner.PlaySound(FireSound, SLOT_None, 1.8*Pawn(Owner).SoundDampening,,,1.2);
   if ( PlayerPawn(Owner) != None )
      PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);   
      
      PlayAnim('Shoot1',0.4,0.2);
}


function PlayAltFiring()
{
   Owner.PlaySound(FireSound, SLOT_None, 1.8*Pawn(Owner).SoundDampening,,,1.2);
   if ( PlayerPawn(Owner) != None )
      PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);   
      
      PlayAnim('Shoot1',0.4,0.2);
}

function PlayIdleAnim()
{
   TweenAnim('Idle1',0.5);
}


function TweenDown()
{
   if ( GetAnimGroup(AnimSequence) == 'Select' )
      TweenAnim( AnimSequence, AnimFrame * 0.4 );
   else
      PlayAnim('Down1', 1.0, 0.05);

}

function TweenSelect()
{
   TweenAnim('Select1',0.001);
}

function PlaySelect()
{
   Owner.PlaySound(SelectSound, SLOT_None, Pawn(Owner).SoundDampening);
   PlayAnim('Select1',0.5,0.0);
}
It also doenst use any ammo.

Ok now about the Automag. I got here a resource from a Monsterpack automag that fires a projectile for primary and Instant hits for altfire.

Code:


var int NumFire;

function float RateSelf( out int bUseAltMode )
{
   if ( AmmoType.AmmoAmount <=0 )
      return -2;

   bUseAltMode = 0;
   return AIRating;

}

function AltFire( float Value )
{
   GoToState('AltFiring');

}

///////////////////////////////////////////////////////
state NormalFire
{
   function Fire(float F)
   {
   }

   function AltFire(float F)
   {
   }

Begin:
   FinishAnim();
   Finish();
}

function Timer()
{
   local actor targ;
   local float bestAim, bestDist;
   local vector FireDir;

   bestAim = 0.95;
   if ( Pawn(Owner) == None )
   {
      GotoState('');
      return;
   }
   FireDir = vector(Pawn(Owner).ViewRotation);
   targ = Pawn(Owner).PickTarget(bestAim, bestDist, FireDir, Owner.Location);
   if ( Pawn(targ) != None )
   {
      SetTimer(1 + 4 * FRand(), false);
      bPointing = true;
      Pawn(targ).WarnTarget(Pawn(Owner), 200, FireDir);
   }
   else
   {
      SetTimer(0.4 + 1.6 * FRand(), false);
      bPointing = false;
   }
}   

function PlayAltFiring()
{
   if ( PlayerPawn(Owner) != None )
      PlayerPawn(Owner).shakeview(ShakeTime, ShakeMag, ShakeVert);
   Owner.PlaySound(FireSound, SLOT_None,Pawn(Owner).SoundDampening*3.0,,,0.9 + 0.2 * FRand());
   PlayAnim('Fire', 7.6);
}

function PlayFiring()
{
   Owner.PlaySound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*3.0);
   PlayAnim('Fire', 8.9);
}

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
   local shellcase s;

   if ( PlayerPawn(Owner) != None )
   {
      PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(650, 450, 190));
      if ( PlayerPawn(Owner).DesiredFOV == PlayerPawn(Owner).DefaultFOV )
         bMuzzleFlash++;
   }

   s = Spawn(class'ShellCase',Pawn(Owner), '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1);
   if ( s != None )
   {
      s.DrawScale = 2.0;
      s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160);             
   }
   if (Other == Level)
      Spawn(class'MercFlare0',,, HitLocation+HitNormal*9, Rotator(HitNormal));
   else if ( (Other != self) && (Other != Owner) && (Other != None) )
   {
      if ( Other.IsA('Pawn') && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight)
         && (instigator.IsA('PlayerPawn') || (instigator.skill > 1))
         && (!Other.IsA('ScriptedPawn') || !ScriptedPawn(Other).bIsBoss) )
         Other.TakeDamage(4500, Pawn(Owner), HitLocation, 35000 * X, 'decapitated');
      else
         Other.TakeDamage(201,  Pawn(Owner), HitLocation, 30000.0*X, 'shot');   
      if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') )
         spawn(class'ParticleBurst0',,,HitLocation+HitNormal*9);   
   }
}

function Finish()
{
   //bMuzzleFlash = 0;
   if ( ((Pawn(Owner).bFire!=0) || (Pawn(Owner).bAltFire!=0)) && (FRand() < 0.6) )
      Timer();
   Super.Finish();
}

state Idle
{

   function AltFire( float Value )
   {
      GoToState('AltFiring');
   }

   function Fire( float Value )
   {
      if (AmmoType.UseAmmo(1))
      {
         GotoState('NormalFire');
         if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
         bPointing=True;
         TraceFire(0.0);
         PlayFiring();
         CheckVisibility();
      }
   }


   function BeginState()
   {
      if (Pawn(Owner).bFire!=0) Fire(0.0);      
      bPointing = false;
      SetTimer(0.4 + 1.6 * FRand(), false);
      Super.BeginState();
   }

   function EndState()
   {   
      SetTimer(0.0, false);
      Super.EndState();
   }
   
Begin:
   bPointing=False;
   if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) )
      Pawn(Owner).SwitchToBestWeapon();  //Goto Weapon that has Ammo
   if ( Pawn(Owner).bFire!=0 ) Fire(0.0);
   Disable('AnimEnd');
   PlayIdleAnim();
}

///////////////////////////////////////////////////////
state AltFiring
{

function Timer()
{
   if (Pawn(Owner).bAltFire == 0)
   {
      if (PlayerPawn(Owner) != None)
         PlayerPawn(Owner).StopZoom();
      SetTimer(0.0,False);
      GoToState('Idle');
   }
}

Begin:
   if ( Owner.IsA('PlayerPawn') )
   {
      PlayerPawn(Owner).ToggleZoom();
      SetTimer(0.075,True);
   }
   else
   {
      Pawn(Owner).bFire = 1;
      Pawn(Owner).bAltFire = 0;
      Global.Fire(0);
   }
}

///////////////////////////////////////////////////////////
function PlayIdleAnim()
{
   PlayAnim('Loading',1.2);
    PlaySound(sound'EightRLoad', SLOT_Interface);
}




As you see it uses some part of the stinger script. If your planning to use this id will be that nice if your giving me credit..
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[DK]blade_the_merc.



Joined: 09 Aug 2007
Posts: 6
Location: somewhere in the year A.D. 2101

PostPosted: Fri Aug 10, 2007 12:30 am    Post subject: Reply with quote

i've actually been doing the work from it's properties but i'll try those i just need to transfer them via flash-drive form this laptop to my main computer

i was going to make three

one that shoots pulse guns shots standard
and shockrifle alt. for alt. fire

2nd automag will use flak-shells normal fire
and the alt.fire was going to be a rocket

3rd automag would fire razor blades standard fire
alt.fire is dammo2.
_________________
===ALERT===

NAME:Guardian's Knight
from whom is the sword drawn?



Last edited by [DK]blade_the_merc. on Fri Aug 10, 2007 6:12 am; edited 1 time in total
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[DK]blade_the_merc.



Joined: 09 Aug 2007
Posts: 6
Location: somewhere in the year A.D. 2101

PostPosted: Fri Aug 10, 2007 12:42 am    Post subject: Reply with quote

well this is getting confusing.

mind giving me a low down on how to work this?

my modding is only limited to what i've read from cheese tutorial -_-
_________________
===ALERT===

NAME:Guardian's Knight
from whom is the sword drawn?

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[DK]blade_the_merc.



Joined: 09 Aug 2007
Posts: 6
Location: somewhere in the year A.D. 2101

PostPosted: Fri Aug 10, 2007 1:27 am    Post subject: Reply with quote

to make things clearier


i create a testmag.testmag

then i hit f7

then i go select the testmag.testmag and click default.

i then change both projectile class and the alt class

i set the instanthits to false and the projectile class works whlie the altprojectile class doesn't.
_________________
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NAME:Guardian's Knight
from whom is the sword drawn?

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mental-HunteR



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

PostPosted: Fri Aug 10, 2007 11:14 pm    Post subject: Reply with quote

Send IT to me and i will fix it.
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[DK]blade_the_merc.



Joined: 09 Aug 2007
Posts: 6
Location: somewhere in the year A.D. 2101

PostPosted: Fri Aug 10, 2007 11:29 pm    Post subject: Reply with quote

alright hang on
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NAME:Guardian's Knight
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