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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Sat Feb 23, 2008 4:08 pm Post subject: projectile commands |
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I'm trying to use auto-run commands in DZMapM to change projectiles and speed for certain pawns but can't seem to find the right command. I even looked through UnrealEd classes for the pawn but those don't seem to work either as an auto-run.
Here's the commands I have tried>>>>
set SkaarjWarrior ProjectileClass AKcoop2.Skaarjp3
set SkaarjWarrior AltProjectileClass AKcoop2.Skaarjp3
set SkaarjWarrior Projectile AKcoop2.Skaarjp3
set SkaarjWarrior RangedProjectile AKcoop2.Skaarjp3
set SkaarjWarrior ProjectileSpeed 8000.000000
Anyone have any input on this or is this yet another thing that requires a mutator for?
Thanks,
Bass |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Sat Feb 23, 2008 5:12 pm Post subject: |
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First of all, it will afcaurse only work on pawns already spawned at the beginning And you don't need the package of the class, so for example:
set SkaarjWarrior ProjectileClass Skaarjp3
Would be good enough _________________
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Sat Feb 23, 2008 5:19 pm Post subject: |
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So what your saying is any pawns spawned by DZmapM after the level has started will NOT have this projectile assigned?
If that is the case, how can I make sure it is assigned to a pawn even after level start?
Let me guess...a mutator right?
Thanks Mental |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Sun Feb 24, 2008 11:00 am Post subject: |
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Not sure, after i found out i couldn't get it to work with DZMapM i stopped trying. _________________
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Mon Feb 25, 2008 1:04 pm Post subject: |
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So, does anyone know the answer to this?
Thanks |
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ShadowHunter Guest
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Posted: Mon Feb 25, 2008 1:19 pm Post subject: |
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Hmmm.....
If you want I have some time to work on it.Make a mutator or something else.
But also I need work on my other projects.
I'l think abot your your problem and try to solve it. |
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Mon Feb 25, 2008 8:28 pm Post subject: |
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ShadowHunter wrote: | Hmmm.....
If you want I have some time to work on it.Make a mutator or something else.
But also I need work on my other projects.
I'l think abot your your problem and try to solve it. |
WOW that's generous ShadowHunter and I do appreciate the offer but right now I was just trying to find-out what is required.
So I assume a mutator? Is that correct?
I "Think" I can talk Tentacle into helping me with a mutator if that's the answer.
Thanks for the help |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Tue Feb 26, 2008 10:37 am Post subject: |
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If you need Help Shadow i'm always avaible ;) _________________
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Wed Feb 27, 2008 1:08 pm Post subject: |
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Thanks for trying to help guys, I found the answer..
yet another mod to make...gezz |
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ShadowHunter Guest
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Posted: Mon Mar 03, 2008 12:50 pm Post subject: |
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mental-HunteR wrote: | If you need Help Shadow i'm always avaible ;) |
Tnx Mental.I was absent nearly a week cozz had a lot of work in the school .
I have few ideas about that thing.Just only I need some time to realize ideas into scripts |
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Tue Mar 04, 2008 11:22 am Post subject: |
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Hey ShadowHunter...since your here ..another quick question
Your mod project 236 has some killer weapons but it wont run on my 225f server because of the UPak errors. Anyway of getting it to?
thanks... |
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ShadowHunter Guest
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Posted: Tue Mar 04, 2008 12:46 pm Post subject: |
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Whm...You see srbassalot, Project 236 was one of my first script works.You not the one who asked something like this.Problem is I accidentally used content from UPak (cozz I'm working and writing mods using Unreal Gold v226), so that project wasn't made for Unreal users - only for UGold and Antology owners.
Anyway, tnx for usage of old stuff .And don't worry about it.Some days ago I decided to make continuation of that mod, that will be workable on each version.So don't forget to check download resource on Hyper's site.
Cya later . |
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Tue Mar 04, 2008 1:14 pm Post subject: |
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O that's too bad because those weapons ROCK...
Let me know if you convert them or make some more like em :-)
Thanks, keep up the good work,
Srbassalot
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ShadowHunter Guest
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Posted: Tue Mar 04, 2008 4:12 pm Post subject: |
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I can say that I gonna make much more weapons like that.And more better than that.
I prepairing other mod except my basical Advanced Weapon Systems project.(Btw Beta version of AWS is temporary available in the Projects section of the forum in "AWS - working in progress" section.It's size nearly 1.3 Mb).But now I can't say name of the project.It will be known when first part will be finished
And about ur problem.I'm working now on that mutator, and yet it shows good results.I hope that work will be finished.
Also one question.Shall you run ur server?If yes print here it's name - I'l visit it later.If no - whell, I'l wait . |
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ShadowHunter Guest
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Posted: Wed Mar 05, 2008 1:04 pm Post subject: |
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Whell, I founded solution of the problem.Script is ready and workable, I didn't found any bugs or errors.So now I need only answer on this question from you.
How you know index of Unreal Script?If good - I'l send you *.u file with script and comments.If bad - so, you must wait a bit till I write for you workable mutator.But I also warn you that I'm busy now at school and learning Java language. |
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