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Type: Posts; User: john384

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    You dont need vars, all you need to copy and...

    You dont need vars, all you need to copy and paste is the stuff in RestartPlayer().
    When a function calls Super.FunctionName() it means that it calls the function FunctionName of its parent class. ...
  2. You need to have a "local int i;" somewhere at...

    You need to have a "local int i;" somewhere at the beginning of the function the for statement is in.
  3. It is a matter of setting up the correct...

    It is a matter of setting up the correct collision which is done via the Ued's animaion browser. In most cases it is a couple of boxes but you could probably make it as complicated as you wish, well...
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    And you call functions or access variables of...

    And you call functions or access variables of other Objects by ObjectVariable.ClassFunction() or ObjectVariable.ClassVariable. Where ObjectVariable is the name of a variable that is a reference to a...
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    I made exactly that for XMP. I took the...

    I made exactly that for XMP. I took the projectile of the grenade launcher and in the function Landed made it spawn a VehicleFactory that had a lifespan of 3 and that spawned a vehicle after 2. Tata...
  6. You can work out which piece of your code does or...

    You can work out which piece of your code does or does not what you need by just writing things to the log. Like if x.pressingfire() actualy return true if you are pressing fire. As for the...
  7. Thread: Bot moding

    by john384
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    750

    Don't know a lot about 2k3 bot but you should...

    Don't know a lot about 2k3 bot but you should take a look at the SpawnBot and InitializeBot functions in DeathMatch this is where the bot gets created. CustomBotConfig looks like it is what your...
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    http://unreal.epicgames.com/IpServer.htm...

    http://unreal.epicgames.com/IpServer.htm
    http://www.eclipse-games.co.uk/DevArticles/UTMaster.htm

    These should get you on your way. The first is an old paper but I think a lot of things still...
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    You need to foreach allactors and test to see if...

    You need to foreach allactors and test to see if they're in range and then do what you did. If they're not in range I think, from a quick look at your code, that making sure that newPosition is of a...
  10. Thread: #exec question

    by john384
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    You don't need to import it again since its...

    You don't need to import it again since its already in the game, just comment out the import lines and change the default property that uses the imported texture to the right place :...
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    It all depends on how your var is used by other...

    It all depends on how your var is used by other classes. You can access variables of other classes by using a var of the class. Like in Biggz's example of the WeaponFire-class, it probably has a...
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    You need to set ScriptedTrigger.Event="dosmiley"...

    You need to set ScriptedTrigger.Event="dosmiley"
    just like
    SmileyActor.Tag = "dosmiley"

    The function trigger should look like this
    function Trigger( actor Other, pawn EventInstigator )

    In...
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    Take a look at the GameRules class and the...

    Take a look at the GameRules class and the NetDamage function.
  14. Decals? I know little about how UT2k3 handles...

    Decals? I know little about how UT2k3 handles this stuff but weapons kinda already do what you want in a way when they leave a bullet hole or a scorge mark.
  15. Thread: Mutator VTM

    by john384
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    Still can't download any VTMs but, Mutators seem...

    Still can't download any VTMs but, Mutators seem to me like one of the first things an introduction into Uscript should be about.
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    Vehicles are usually spawned from a...

    Vehicles are usually spawned from a VehicleFactory that gets set to spawn a certain Vehicle in UEd. Don't know anything about GameTypes not allowing Vehicles though.
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    In pawn, since you're already using your own...

    In pawn, since you're already using your own pawnclass: ControllerClass=class'AIController'
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    I'm quissing the class is there for the reason...

    I'm quissing the class is there for the reason you used it. You can test how something works online on your own computer by running a server and then starting another ut2k3 and connecting to it.
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    Warning! Useless Reply:cool: Never recompile...

    Warning! Useless Reply:cool:
    Never recompile the code that came with the game. Allways subclass or subclass the parent and copy and paste in your own package. Int files seems a matter of looking in...
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    If I remember correctly TriggerEvent() of a...

    If I remember correctly TriggerEvent() of a Trigger calls Trigger() on any actor with the same Tag as the Triggers EventTag. So writing your own Trigger function in your Mutator and setting its Tag...
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    Actualy they said that one of the parts that had...

    Actualy they said that one of the parts that had some big changes made to it was the weapon system.
  22. Thread: PowerStruggle

    by john384
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    How did you do it? If you don't mind telling us.

    How did you do it? If you don't mind telling us.
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    I think you can just add a mutator to your level...

    I think you can just add a mutator to your level itself and it will get run during gameplay, not quite sure if that is all you have to do to make it work though.
  24. Well, sorry I couldn't help you. Try logging some...

    Well, sorry I couldn't help you. Try logging some of the functions that should get called and the foreach to make sure they get called.
    log("Sometext" $ String(aVariable) );
    UT2003.log in the...
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    Once Google(visibility mutator) gave me this,...

    Once Google(visibility mutator) gave me this, look interesting:
    http://www.leveldesigner.com/index.php?action=doc&ID=58
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