Results 1 to 6 of 6
  1. #1
    Join Date
    Aug 2006
    Posts
    17

    need help_trying to import a car into unreal

    Hello, I am very new to improting vehicals and characters into unreal. I created a copy of my unreal onsprv and change the name of it to my car name (ONSrasor). I created a folder in Ut2004 called Rasor>Classes where my code resides.

    I change my ut2004.ini file to have a EditPackages=rasor. save this
    then I enter in to dos under ut2004>system and type ucc make

    everything goes well up until it hits my file and I get the following error:
    \UT2004\rasor\Classes\ONSrasor.uc(193)

    :Error, Unrecognized member 'JustedStarted' un class 'GameInfo"

    compile aborted due to errors. Fialure - 1error(s), 0 warning(s)

    What Do I need to do to fix this. Or how do I go about fixing this problem.

    Thx.

  2. #2
    Join Date
    Aug 2004
    Posts
    4
    post that line of coding as well as the lines around it.

  3. #3
    Join Date
    Aug 2006
    Posts
    17

    Post Lines of code:

    //-------------------------
    // Not sure Where the problem is so I am posting all the code
    // When I did a search for the gameinfo, it found this but, I didn't change any
    // part of that scrpt so it made no since to me, I feel lost =\
    //-------------------------

    //-----------------------------------------------------------
    // CLARK_RasorCar
    //-----------------------------------------------------------
    class CLARK_RasorCar extends ONSWheeledCraft;

    #exec OBJ LOAD FILE=..\Animations\ONSVehicles-A.ukx
    #exec OBJ LOAD FILE=..\Sounds\ONSVehicleSounds-S.uax
    #exec OBJ LOAD FILE=..\textures\VehicleFX.utx
    #exec OBJ LOAD FILE=..\textures\EpicParticles.utx
    #exec OBJ LOAD FILE=..\textures\VMVehicles-TX.utx
    #exec OBJ LOAD FILE=..\textures\2k4Fonts.utx

    var ScriptedTexture LicensePlate;
    var Material LicensePlateFallBack;
    var Material LicensePlateBackground;
    var string LicensePlateName;
    var Font LicensePlateFont;

    simulated function PostBeginPlay()
    {
    Super.PostBeginPlay();

    if (Level.NetMode != NM_DedicatedServer)
    {
    LicensePlate = ScriptedTexture(Level.ObjectPool.AllocateObject(cl ass'ScriptedTexture'));
    LicensePlate.SetSize(256,128);
    LicensePlate.FallBackMaterial = LicensePlateFallBack;
    LicensePlate.Client = Self;
    Skins[3] = LicensePlate;
    LicensePlateFont = Font(DynamicLoadObject("2k4Fonts.Verdana28", class'Font'));
    }
    }

    simulated event RenderTexture(ScriptedTexture Tex)
    {
    local int SizeX, SizeY;
    local color BackColor, ForegroundColor, HighLightColor;

    HighLightColor.R=100;
    HighLightColor.G=100;
    HighLightColor.B=100;
    HighLightColor.A=255;

    ForegroundColor.R=25;
    ForegroundColor.G=25;
    ForegroundColor.B=25;
    ForegroundColor.A=255;

    BackColor.R=128;
    BackColor.G=128;
    BackColor.B=128;
    BackColor.A=0;

    if (bDriving)
    {
    Tex.TextSize(LicensePlateName, LicensePlateFont, SizeX, SizeY);
    Tex.DrawTile(0, 0, Tex.USize, Tex.VSize, 0, 0, Tex.USize, Tex.VSize, LicensePlateBackground, BackColor);
    Tex.DrawText(((Tex.USize - SizeX) * 0.5) - 1, 40 - 1, LicensePlateName, LicensePlateFont, HighLightColor);
    Tex.DrawText((Tex.USize - SizeX) * 0.5, 40, LicensePlateName, LicensePlateFont, ForegroundColor);
    }
    else
    Tex.DrawTile(0, 0, Tex.USize, Tex.VSize, 0, 0, Tex.USize, Tex.VSize, LicensePlateFallBack, BackColor);
    }

    simulated event DrivingStatusChanged()
    {
    local array<String> Characters;
    local int i, AscCode;

    if (bDriving && LicensePlate != None)
    {
    LicensePlateName = Caps(PlayerReplicationInfo.PlayerName);
    if (Len(LicensePlateName) > 8)
    {
    // First try removing all brackets, braces, greater/less-thans, and parentheses
    LicensePlateName = Repl(LicensePlateName, "[", "", false);
    LicensePlateName = Repl(LicensePlateName, "]", "", false);
    LicensePlateName = Repl(LicensePlateName, "(", "", false);
    LicensePlateName = Repl(LicensePlateName, ")", "", false);
    LicensePlateName = Repl(LicensePlateName, "{", "", false);
    LicensePlateName = Repl(LicensePlateName, "}", "", false);
    LicensePlateName = Repl(LicensePlateName, "<", "", false);
    LicensePlateName = Repl(LicensePlateName, ">", "", false);

    // If still not small enough, remove symbols one by one from right to left
    if (Len(LicensePlateName) > 8)
    {
    // Split into character array this way since Split() won't do this without crashing
    for (i=0; i<Len(LicensePlateName); i++)
    Characters[i] = Mid(LicensePlateName, i, 1);

    for (i=Characters.Length-1; i>=0; i--)
    {
    AscCode = Asc(Characters[i]);

    if (AscCode < 65 || AscCode > 90)
    Characters.Remove(i, 1);

    if (Characters.Length <= 8)
    break;
    }

    // If still not small enough, remove vowels one by one from right to left
    if (Characters.Length > 8)
    {
    for (i=Characters.Length-1; i>=0; i--)
    {
    AscCode = Asc(Characters[i]);

    switch(AscCode)
    {
    case 65: Characters.Remove(i, 1);
    break;
    case 69: Characters.Remove(i, 1);
    break;
    case 73: Characters.Remove(i, 1);
    break;
    case 79: Characters.Remove(i, 1);
    break;
    case 85: Characters.Remove(i, 1);
    break;
    }

    if (Characters.Length <= 8)
    break;
    }
    }

    // Rebuild the string from all our munging
    LicensePlateName = "";
    for (i=0; i<Characters.Length; i++)
    LicensePlateName $= Characters[i];
    }

    // You can't say I didn't try, but just in case your name is insane...
    LicensePlateName = Left(LicensePlateName, 8);
    }
    LicensePlate.Revision++;
    }

    Super.DrivingStatusChanged();
    }

    simulated event Destroyed()
    {
    if (LicensePlate != None)
    {
    LicensePlate.Client = None;
    Level.ObjectPool.FreeObject(LicensePlate);
    }

    Super.Destroyed();
    }

    function VehicleFire(bool bWasAltFire)
    {
    ServerPlayHorn(0);
    }

    function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
    {
    local Bot B;
    local SquadAI Squad;
    local int Num;

    if ( Level.Game.JustStarted(20) && !Level.Game.IsA('ASGameInfo') )
    return Super.BotDesireability(S, TeamIndex, Objective);

    Squad = SquadAI(S);

    if (Squad.Size == 1)
    {
    if ( (Squad.Team != None) && (Squad.Team.Size == 1) && Level.Game.IsA('ASGameInfo') )
    return Super.BotDesireability(S, TeamIndex, Objective);
    return 0;
    }

    for (B = Squad.SquadMembers; B != None; B = B.NextSquadMember)
    if (Vehicle(B.Pawn) == None && (B.RouteGoal == self || B.Pawn == None || VSize(B.Pawn.Location - Location) < Squad.MaxVehicleDist(B.Pawn)))
    Num++;

    if ( Num < 2 )
    return 0;

    return Super.BotDesireability(S, TeamIndex, Objective);
    }

    function Vehicle FindEntryVehicle(Pawn P)
    {
    local Bot B;
    local int i;

    if ( Level.Game.JustStarted(20) )
    return Super.FindEntryVehicle(P);

    B = Bot(P.Controller);
    if (B == None || WeaponPawns.length == 0 || !IsVehicleEmpty() || ((B.PlayerReplicationInfo.Team != None) && (B.PlayerReplicationInfo.Team.Size == 1) && Level.Game.IsA('ASGameInfo')) )
    return Super.FindEntryVehicle(P);

    for (i = WeaponPawns.length - 1; i >= 0; i--)
    if (WeaponPawns[i].Driver == None)
    return WeaponPawns[i];

    return Super.FindEntryVehicle(P);
    }

    static function StaticPrecache(LevelInfo L)
    {
    Super.StaticPrecache(L);

    L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.HELLbenderExploded.HellTire');
    L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.HELLbenderExploded.HellDoor');
    L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.HELLbenderExploded.HellGun');
    L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');
    L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');

    L.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed .exp2_frames');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed .exp1_frames');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed .we1_frames');
    L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.MuchSmoke1');
    L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
    L.AddPrecacheMaterial(Material'EpicParticles.Fire. SprayFire1');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.newPRVnoColor');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVcolorRED');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVcolorBLUE');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.EnergyEffectMASKtex');
    L.AddPrecacheMaterial(Material'AW-2004Particles.Energy.PowerSwirl');
    L.AddPrecacheMaterial(Material'VMWeaponsTX.ManualB aseGun.baseGunEffectcopy');
    L.AddPrecacheMaterial(Material'VehicleFX.Particles .DustyCloud2');
    L.AddPrecacheMaterial(Material'VMParticleTextures. DirtKICKGROUP.dirtKICKTEX');
    L.AddPrecacheMaterial(Material'Engine.GRADIENT_Fad e');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVtagFallBack');
    L.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.prvTAGSCRIPTED');
    }

    simulated function UpdatePrecacheStaticMeshes()
    {
    Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehi cles-SM.HELLbenderExploded.HellTire');
    Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehi cles-SM.HELLbenderExploded.HellDoor');
    Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehi cles-SM.HELLbenderExploded.HellGun');
    Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');
    Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');

    Super.UpdatePrecacheStaticMeshes();
    }

    simulated function UpdatePrecacheMaterials()
    {
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Fr amed.exp2_frames');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Fr amed.exp1_frames');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Fr amed.we1_frames');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.MuchSmoke1');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
    Level.AddPrecacheMaterial(Material'EpicParticles.F ire.SprayFire1');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.newPRVnoColor');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVcolorRED');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVcolorBLUE');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.EnergyEffectMASKtex');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.PowerSwirl');
    Level.AddPrecacheMaterial(Material'VMWeaponsTX.Man ualBaseGun.baseGunEffectcopy');
    Level.AddPrecacheMaterial(Material'VehicleFX.Parti cles.DustyCloud2');
    Level.AddPrecacheMaterial(Material'VMParticleTextu res.DirtKICKGROUP.dirtKICKTEX');
    Level.AddPrecacheMaterial(Material'Engine.GRADIENT _Fade');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.PRVtagFallBack');
    Level.AddPrecacheMaterial(Material'VMVehicles-TX.NEWprvGroup.prvTAGSCRIPTED');

    Super.UpdatePrecacheMaterials();
    }

    defaultproperties
    {
    LicensePlate=ScriptedTexture'VMVehicles-TX.NEWprvGroup.PRVtag'
    LicensePlateFallBack=Texture'VMVehicles-TX.NEWprvGroup.PRVtagFallBack'
    LicensePlateBackground=Texture'VMVehicles-TX.NEWprvGroup.prvTAGSCRIPTED'
    WheelSoftness=0.040000
    WheelPenScale=1.500000
    WheelPenOffset=0.010000
    WheelRestitution=0.100000
    WheelInertia=0.100000
    WheelLongFrictionFunc=(Points=((InVal=100.000000,O utVal=1.000000),(InVal=200.000000,OutVal=0.900000) ,(InVal=10000000000.000000,OutVal=0.900000)))
    WheelLongSlip=0.001000
    WheelLatSlipFunc=(Points=((InVal=30.000000,OutVal= 0.009000),(InVal=45.000000),(InVal=10000000000.000 000)))
    WheelLongFrictionScale=1.100000
    WheelLatFrictionScale=1.500000
    WheelHandbrakeSlip=0.010000
    WheelHandbrakeFriction=0.100000
    WheelSuspensionTravel=25.000000
    WheelSuspensionOffset=-10.000000
    WheelSuspensionMaxRenderTravel=25.000000
    FTScale=0.030000
    ChassisTorqueScale=0.700000
    MinBrakeFriction=4.000000
    MaxSteerAngleCurve=(Points=((OutVal=25.000000),(In Val=1500.000000,OutVal=8.000000),(InVal=1000000000 .000000,OutVal=8.000000)))
    TorqueCurve=(Points=((OutVal=9.000000),(InVal=200. 000000,OutVal=10.000000),(InVal=1500.000000,OutVal =11.000000),(InVal=2500.000000)))
    GearRatios(0)=-0.500000
    GearRatios(1)=0.400000
    GearRatios(2)=0.650000
    GearRatios(3)=0.850000
    GearRatios(4)=1.100000
    TransRatio=0.110000
    ChangeUpPoint=2000.000000
    ChangeDownPoint=1000.000000
    LSDFactor=1.000000
    EngineBrakeFactor=0.000100
    EngineBrakeRPMScale=0.100000
    MaxBrakeTorque=20.000000
    SteerSpeed=110.000000
    TurnDamping=35.000000
    StopThreshold=100.000000
    HandbrakeThresh=200.000000
    EngineInertia=0.100000
    IdleRPM=500.000000
    EngineRPMSoundRange=10000.000000
    SteerBoneAxis=AXIS_Z
    SteerBoneMaxAngle=90.000000
    RevMeterScale=4000.000000
    bMakeBrakeLights=True
    BrakeLightOffset(0)=(X=-173.000000,Y=73.000000,Z=30.000000)
    BrakeLightOffset(1)=(X=-173.000000,Y=-73.000000,Z=30.000000)
    BrakeLightMaterial=Texture'EpicParticles.Flares.Fl ashFlare1'
    DaredevilThreshInAirSpin=90.000000
    DaredevilThreshInAirTime=1.200000
    bDoStuntInfo=True
    bAllowBigWheels=True
    AirTurnTorque=35.000000
    AirPitchTorque=55.000000
    AirPitchDamping=35.000000
    AirRollTorque=35.000000
    AirRollDamping=35.000000
    // PassengerWeapons(0)=(WeaponPawnClass=Class'Onslaug ht.ONSPRVSideGunPawn',WeaponBone="Dummy01")
    // PassengerWeapons(1)=(WeaponPawnClass=Class'Onslaug ht.ONSPRVRearGunPawn',WeaponBone="Dummy02")
    RedSkin=Shader'VMVehicles-TX.NEWprvGroup.newPRVredSHAD'
    BlueSkin=Shader'VMVehicles-TX.NEWprvGroup.newPRVshad'
    IdleSound=Sound'ONSVehicleSounds-S.PRV.PRVEng01'
    StartUpSound=Sound'ONSVehicleSounds-S.PRV.PRVStart01'
    ShutDownSound=Sound'ONSVehicleSounds-S.PRV.PRVStop01'
    StartUpForce="PRVStartUp"
    ShutDownForce="PRVShutDown"
    DestroyedVehicleMesh=StaticMesh'ONSDeadVehicles-SM.newPRVdead'
    DestructionEffectClass=Class'Onslaught.ONSVehicleE xplosionEffect'
    DisintegrationEffectClass=Class'Onslaught.ONSVehDe athPRV'
    DisintegrationHealth=-100.000000
    DestructionLinearMomentum=(Min=250000.000000,Max=4 00000.000000)
    DestructionAngularMomentum=(Min=100.000000,Max=150 .000000)
    DamagedEffectScale=1.200000
    DamagedEffectOffset=(X=100.000000,Y=-10.000000,Z=35.000000)
    ImpactDamageMult=0.001000
    HeadlightCoronaOffset(0)=(X=140.000000,Y=45.000000 ,Z=11.000000)
    HeadlightCoronaOffset(1)=(X=140.000000,Y=-45.000000,Z=11.000000)
    HeadlightCoronaMaterial=Texture'EpicParticles.Flar es.FlashFlare1'
    HeadlightCoronaMaxSize=100.000000
    HeadlightProjectorMaterial=Texture'VMVehicles-TX.NEWprvGroup.PRVprojector'
    HeadlightProjectorOffset=(X=145.000000,Z=11.000000 )
    HeadlightProjectorRotation=(Pitch=-1000)
    HeadlightProjectorScale=0.650000
    Begin Object Class=SVehicleWheel Name=RRWheel
    bPoweredWheel=True
    bHandbrakeWheel=True
    BoneName="RearWhl"
    BoneOffset=(X=-15.000000)
    WheelRadius=34.000000
    SupportBoneName="body"
    End Object
    Wheels(0)=SVehicleWheel'Clark_Rasor2.RRWheel'

    Begin Object Class=SVehicleWheel Name=LRWheel
    bPoweredWheel=True
    bHandbrakeWheel=True
    BoneName="RearWhl"
    BoneOffset=(X=15.000000)
    WheelRadius=34.000000
    SupportBoneName="body"
    End Object
    Wheels(1)=SVehicleWheel'Clark_Rasor2.LRWheel'

    Begin Object Class=SVehicleWheel Name=RFWheel
    bPoweredWheel=True
    SteerType=VST_Steered
    BoneName="Rt_FtWhlE"
    BoneOffset=(X=-15.000000)
    WheelRadius=34.000000
    SupportBoneName="Rt_STUT"
    End Object
    Wheels(2)=SVehicleWheel'Clark_Rasor2.RFWheel'

    Begin Object Class=SVehicleWheel Name=LFWheel
    bPoweredWheel=True
    SteerType=VST_Steered
    BoneName="Lt_FtWhl"
    BoneOffset=(X=15.000000)
    WheelRadius=34.000000
    SupportBoneName="Lt_STUT"
    End Object
    Wheels(3)=SVehicleWheel'Clark_Rasor2.LFWheel'

    VehicleMass=4.000000
    bDrawDriverInTP=True
    bCanDoTrickJumps=True
    bDrawMeshInFP=True
    bHasHandbrake=True
    bDriverHoldsFlag=False
    DrivePos=(X=16.921000,Y=-40.284000,Z=65.793999)
    ExitPositions(0)=(Y=-165.000000,Z=100.000000)
    ExitPositions(1)=(Y=165.000000,Z=100.000000)
    ExitPositions(2)=(Y=-165.000000,Z=-100.000000)
    ExitPositions(3)=(Y=165.000000,Z=-100.000000)
    EntryPosition=(X=20.000000,Y=-60.000000,Z=10.000000)
    EntryRadius=190.000000
    FPCamPos=(X=20.000000,Y=-40.000000,Z=50.000000)
    TPCamDistance=375.000000
    TPCamLookat=(X=0.000000,Z=0.000000)
    TPCamWorldOffset=(Z=100.000000)
    MomentumMult=2.000000
    DriverDamageMult=0.400000
    VehiclePositionString="in a HellBender"
    VehicleNameString="HellBender"
    RanOverDamageType=Class'Onslaught.DamTypePRVRoadki ll'
    CrushedDamageType=Class'Onslaught.DamTypePRVPancak e'
    ObjectiveGetOutDist=1500.000000
    FlagBone="Dummy01"
    FlagRotation=(Yaw=32768)
    HornSounds(0)=Sound'ONSVehicleSounds-S.Horns.Horn09'
    HornSounds(1)=Sound'ONSVehicleSounds-S.Horns.Horn04'
    VehicleIcon=(Material=Texture'AS_FX_TX.Icons.OBJ_H ellBender',bIsGreyScale=True)
    GroundSpeed=840.000000
    HealthMax=600.000000
    Health=600
    Mesh=SkeletalMesh'ONSCLARK_RasorCar.Clark_Rasor2'
    DrawScale=0.800000
    SoundVolume=180
    CollisionRadius=175.000000
    Begin Object Class=KarmaParamsRBFull Name=KParams0
    KInertiaTensor(0)=1.000000
    KInertiaTensor(3)=3.000000
    KInertiaTensor(5)=3.500000
    KCOMOffset=(X=-0.300000,Z=-0.500000)
    KLinearDamping=0.050000
    KAngularDamping=0.050000
    KStartEnabled=True
    bKNonSphericalInertia=True
    bHighDetailOnly=False
    bClientOnly=False
    bKDoubleTickRate=True
    bDestroyOnWorldPenetrate=True
    bDoSafetime=True
    KFriction=0.500000
    KImpactThreshold=500.000000
    End Object
    KParams=KarmaParamsRBFull'Clark_Rasor2.KParams0'

    }

  4. #4
    Join Date
    Jan 2003
    Location
    W. Yorkshire, U.K.
    Posts
    750
    Couple of things I noticed which may or may not resolve your problem:

    The name of your class needs to be the same as the name of your script. From what I can see you have a class name of CLARK_RasorCar and a script name of ONSrasor. Once I'd done that, and changed the last line for each of your wheel objects (Wheels(0)=SVehicleWheel'Clark_Rasor2.RRWheel') to match the new class name (eg ONSrasor), and likewise with (KParams=KarmaParamsRBFull'Clark_Rasor2.KParams0') , then it compiled just fine. So unless you've made other changes which are not mentioned here then I am unable to replicate the problem. If you're still having probs then post a link to your .uc file so that it can be downloaded and looked at. Also post details of the name of the script and its location in the directory structure.




    Get some real-time help for all matters 'Unreal' over at #ued on dl1.3dbuzz.com. Just grab yourself a free copy of mIRC at http://www.mirc.com/ and visit our channel.

  5. #5
    Join Date
    Sep 2002
    Location
    Ventura, California, USA
    Posts
    976
    Quote Originally Posted by Anew3rd
    error:
    \UT2004\rasor\Classes\ONSrasor.uc(193)

    :Error, Unrecognized member 'JustedStarted' un class 'GameInfo"

    compile aborted due to errors. Fialure - 1error(s), 0 warning(s)
    slaughte85 was refering to line 193 <--- line of code that caused the ucc to bOrk.

    which appears in this function:
    Code:
    function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
    {
    local Bot B;
    local SquadAI Squad;
    local int Num;
    
    if ( Level.Game.JustStarted(20) && !Level.Game.IsA('ASGameInfo') )
    return Super.BotDesireability(S, TeamIndex, Objective);
    
    Squad = SquadAI(S);
    
    if (Squad.Size == 1)
    {
    if ( (Squad.Team != None) && (Squad.Team.Size == 1) && Level.Game.IsA('ASGameInfo') )
    return Super.BotDesireability(S, TeamIndex, Objective);
    return 0;
    }
    
    for (B = Squad.SquadMembers; B != None; B = B.NextSquadMember)
    if (Vehicle(B.Pawn) == None && (B.RouteGoal == self || B.Pawn == None || VSize(B.Pawn.Location - Location) < Squad.MaxVehicleDist(B.Pawn)))
    Num++;
    
    if ( Num < 2 )
    return 0;
    
    return Super.BotDesireability(S, TeamIndex, Objective);
    }
    specicically:
    if ( Num < 2 )
    return 0;
    <--- line 193 from doing a crude hand count.

    Use a script writing utility like ConTEXT that can display line numbers as ucc will notify you of the first line number that casuses compiling to fail.

  6. #6
    Join Date
    Aug 2006
    Posts
    17

    Thx fot he help guys

    Thx for the help

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