Search found 56 matches

by OwYeaW
Fri Aug 24, 2018 9:52 pm
Forum: Coding, Scripting
Topic: Portalgun
Replies: 3
Views: 604

Re: Portalgun

OjitroC wrote:
OwYeaW wrote: ... if you like to try the portalgun, heres a download link
I thought I would just try this out and so tried summoning it in-game; however I got an error message 'Can't find SkeletalMesh BTPortalGun_beta_v1.v_portalgun'.
did you try "summon btportalgun_beta_v1.portalgun"?
by OwYeaW
Fri Aug 24, 2018 7:56 pm
Forum: Coding, Scripting
Topic: Portalgun
Replies: 3
Views: 604

Portalgun

yo, about 6 months ago i stopped working on this (almost finished) Portalgun, now id like to pick it up again and finish it. this is the first weapon that ive created in UT, ive learned a lot while making it and eventually got most of the functionality working, but got stuck at a few minor bugs whic...
by OwYeaW
Sat Mar 10, 2018 4:13 pm
Forum: Coding, Scripting
Topic: need help with custom spectator class
Replies: 3
Views: 851

Re: need help with custom spectator class

Sorry OwYeaW, it's been about 5 months since I did any scripting, so I feel pretty rusty. But have you looked at Higor's enhanced spectator? Perhaps it might yield something informative. i noticed that the same problem is happening with Higor's XC_Spec_r10, its custom AltFire is being overwritten i...
by OwYeaW
Mon Mar 05, 2018 8:22 am
Forum: Coding, Scripting
Topic: need help with custom spectator class
Replies: 3
Views: 851

need help with custom spectator class

hey guys, im creating a custom spectator class and ran into a very strange problem: my customized Fire and AltFire functions are being overridden by something else, and i have no idea where it comes from i was told that i should look into the playerpawn states, and indeed there are Fire and AltFire ...
by OwYeaW
Thu Nov 30, 2017 3:53 am
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

Re: fix for spawnjumps?

Here's the base code for respawning players // Restart a player. // function bool RestartPlayer( pawn aPlayer ) { local NavigationPoint startSpot; local bool foundStart; if( bRestartLevel && Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) return true; startSpot = FindPlayerSta...
by OwYeaW
Thu Nov 30, 2017 3:37 am
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

Re: fix for spawnjumps?

I guess everyone missed my post? As Jack said it's probably something not reset properly in terms of physics, either the state or even the Velocity, so the player keeps "jumping" or "falling" on an immediate respawn. So one thing which comes to mind is to simply reset the player Velocity to vect(0,...
by OwYeaW
Thu Nov 30, 2017 1:39 am
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

Re: fix for spawnjumps?

function ModifyPlayer(Pawn Other) { if (!Other.Region.Zone.bWaterZone) //NEVER FALL in water unless you want to get stuck Other.SetPhysics(PHYS_FALLING); Super.ModifyPlayer(Other); } alright, thats an improvement for the partial "spawnjump" fix, thanks now i would like to see if theres a fix that d...
by OwYeaW
Wed Nov 29, 2017 11:41 pm
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

Re: fix for spawnjumps?

this is a huge problem with bunnytrack so a mod was created called AntiSpawnJump should be on your favorite ut download site this antispawnjump mutator is not working correctly, as i explained in my first post in this thread. the player's physics shouldnt be set to falling because that prevents the...
by OwYeaW
Wed Nov 29, 2017 8:23 pm
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

Re: fix for spawnjumps?

this is a huge problem with bunnytrack so a mod was created called AntiSpawnJump should be on your favorite ut download site this antispawnjump mutator is not working correctly, as i explained in my first post in this thread. the player's physics shouldnt be set to falling because that prevents the...
by OwYeaW
Tue Nov 28, 2017 4:25 pm
Forum: Coding, Scripting
Topic: fix for spawnjumps?
Replies: 24
Views: 3715

fix for spawnjumps?

yo, i would like to know if theres a solid fix for the "spawnjump bug" the "spawnjump bug" is a bug in the original UT like it says: "spawn jump"; the player automatically jumps when spawning even if the playerstart is high in the air, the player can still get a spawnjump i got it partially fixed by...
by OwYeaW
Sat Nov 25, 2017 4:57 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 4
Views: 929

Re: in-game radii view for triggers

They do. I don't know why it doesn't work for you, put a default one and see if it works, maybe the change in DrawType messed with this? Yes, in net play they are not visible - I guess it is a matter of relevance. If you change Trigger's bAlwaysRelevant to True, they are visible. im sorry for the c...
by OwYeaW
Sat Nov 25, 2017 5:14 am
Forum: Coding, Scripting
Topic: how to fix the endgame sliding player bug?
Replies: 5
Views: 761

Re: how to fix the endgame sliding player bug?

function bool SetEndCams(string Reason) { ... for (P = Level.PawnList; P != None; P = P.nextPawn) { // remove velocity and freeze player: P.Velocity = vect(0,0,0); P.Acceleration = vect(0,0,0); P.SetPhysics(PHYS_None); P.SetLocation(P.Location); if (P.bIsPlayer && ((BestPawn == None) || (P.PlayerRe...
by OwYeaW
Sat Nov 25, 2017 5:11 am
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 4
Views: 929

in-game radii view for triggers

yo, i would like to create a function that will show all the triggers' radii (while playing the map) https://cdn.discordapp.com/attachments/328710483026771969/383788501147320332/unknown.png my plan was to set every trigger's DrawType = DT_Mesh and give them a cylindrical mesh that has their respecti...
by OwYeaW
Tue Nov 21, 2017 5:27 pm
Forum: Coding, Scripting
Topic: how to fix the endgame sliding player bug?
Replies: 5
Views: 761

how to fix the endgame sliding player bug?

yo guys, i would like to know how to fix this "sliding player bug" this "sliding player bug" appears when the game has ended, every player that is not controlled by you, will slide horizontally until they get stuck in walls etc now, ive seen this happening in many gametypes, so i guess this is a bug...
by OwYeaW
Mon Oct 30, 2017 5:32 am
Forum: Coding, Scripting
Topic: How to use multiple dependencies containing similar classes
Replies: 3
Views: 576

Re: How to use multiple dependencies containing similar clas

If you are going to go balls-deep into dependencies like this why not just combine everything into your own single mod? Is the source code available for these mods? If it is then I'd just take a weekend and get all this under one roof. i had already thought about this idea, but since the stuff that...