Little help from the community

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NemesisNeS
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Little help from the community

Post by NemesisNeS » Wed Dec 15, 2021 7:06 pm

So I am working on creating weapon mutators for UT GOTY Edition, all in code mind you, and I ran into a problem every time I try to create this one weapon using ucc make.
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// ================================================================================================
// * File Name: PipebombCannon
// * Created By: NemesisNeS
// * Time Stamp: 12/14/2021 6:48:39 PM
// * Edit Time Stamp: 12/15/2021 12:04:02 PM
// * UDK Path: C:\UDK\UDK-2015-01
// * Unreal X-Editor v3.1.5.0
// * © Copyright 2012 - 2021. All Rights Reserved.
// ================================================================================================

class PipebombCannon expands TournamentWeapon;

var bool bAlreadyFiring;

// Don't really need this but I'm a lefty so it's nice to see a left handed model :-)
function setHand(float Hand)
{
Super.SetHand(Hand);
if ( Hand == 1 )
Mesh = mesh(DynamicLoadObject("Botpack.PulseGunL", class'Mesh'));
else
Mesh = mesh'PulseGunR';
}
// Could use rateself but the bots didn't use the gun right
function PlayFiring() // Plays the firing animation
{
Owner.PlaySound(FireSound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening);
PlayAnim( 'Boltend', 0.3 );
bWarnTarget = (FRand() < 0.2);
}

function AltFire( float Value ) // This is the main core of the gun
{
local Vector Start, X,Y,Z;
local Pipebomb PB;
ForEach AllActors(class'PipeBomb', PB) // Calls all pipebomb actors
{
// Used settimer() because Explosion() blows player up
PB.Settimer(0.000001, false);
}
// Necessary otherwise the gun gets jammed
GoToState('AltFiring2');
}
//////////////////////////////////////////////////
// Normal projectile stuff
state NormalFire
{
function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn)
{
local Projectile D;
local int i;
local vector Start,X,Y,Z;
local Rotator StartRot, AltRotation;

D = Global.ProjectileFire(ProjClass, ProjSpeed, bWarn);
StartRot = D.Rotation;
Start = D.Location;
// Try changing 4 to 15 for ultimate carnage
for (i = 0; i<4; i++)
{
if (AmmoType.UseAmmo(1))
{
AltRotation = StartRot;
AltRotation.Pitch = FRand()*3000-1500;
AltRotation.Yaw = FRand()*3000-1500;
AltRotation.Roll = FRand()*9000-4500;
D = Spawn(ProjectileClass,,, Start - 2 * VRand(), AltRotation);
}
}
}
}
Begin:
FinishAnim();
PlayAnim('Still');
Sleep(0.4);
// Turns the pulsegun barrel at the end of firing
PlayPostSelect();
Finish()
}
///////////////////////////////////////////////////
// This just makes sure that the gun doesn't jam up
state AltFiring2
{
function EndState()
{
Finish();
}
function AnimEnd()
{
Finish();
}
Begin:
GotoState('Idle');
}
///////////////////////////////////////////////////
function PlayIdleAnim()
{
PlayAnim('Still');
}
defaultproperties
{
AmmoName=Class'Botpack.PAmmo'
PickupAmmoCount=40
bAltWarnTarget=True
FireOffset=(X=15.000000,Y=-15.000000,Z=2.000000)
ProjectileClass=Class'Pipebomb'
AltProjectileClass=Class'Botpack.Plasmasphere'br> shakemag=120.000000
AIRating=0.400000
RefireRate=0.800000
FireSound=Sound'UnrealShare.ASMD.TazerFire'
SelectSound=Sound'Botpack.PulseGun.PulsePickup'
Misc1Sound=Sound'UnrealShare.Stinger.EndFire'
DeathMessage="%o was boomed by %k's %w"
AutoSwitchPriority=6
InventoryGroup=6
PickupMessage="You picked up the Pipebomb cannon"
ItemName="Pipebomb cannon"
PlayerViewOffset=(X=1.700000,Z=-2.000000)
PlayerViewMesh=LodMesh'Botpack.PulseGunR'
PickupViewMesh=LodMesh'Botpack.PulsePickup'
ThirdPersonMesh=LodMesh'Botpack.PulseGun3rd'
ThirdPersonScale=0.400000
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=LodMesh'Botpack.PulsePickup'
bNoSmooth=False
SoundRadius=64
SoundVolume=255
CollisionRadius=27.000000
CollisionHeight=8.000000
}
Now my problem starts when I run ucc make and it tells me the following:

Code: Select all

...\PipebombCannon\Classes\PipebombCannon.uc(49) : Error, Redefinition of 'function ProjectileFire' differs from original
I have tried everything, even removing function ProjectileFire and I still get the same error. (I really am annoyed at making weapons). It built my Dispersion Gun and even Grenade Launcher and even built the bloody Pipebomb itself. But I think it doesn't like the cannon. Anyway any help in solving this would be appreciated, since I need a fresh pair of eyeballs to help me with this one. I figured I'd place the entire code here so this way you guys can have a crack at it. And yes I snagged this from OldUnreal. Great place to learn about making weapon mutators... or so I thought. Thanks in advance for any and all help that can come my way.
I miss $1.99 movie theaters, .25 cent candy bars, and a bucket of popcorn bigger then your head for $2.75. I miss going into a magical carnival with tattoo covered contortionists, big breasted bearded ladies, and a half man/half woman exhibitionist named Taylor handing out tickets for the latest roller coaster ride, instead of having all three of these either taking my coffee order, ringing my groceries up at the super market, or deciding whether or not I get a bank loan today. Shims and Shmoos, Herms and Hawombs. Everything changes (good or bad).

User avatar
sektor2111
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Posts: 5661
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Little help from the community

Post by sektor2111 » Wed Dec 15, 2021 7:22 pm

Why not using ANOTHER name for said function instead of redefining whatever "FINAL" function or such which is NOT accepted for being redefined ?

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NemesisNeS
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Posts: 105
Joined: Tue Nov 23, 2021 7:24 pm
Personal rank: GOD, not Godlike
Location: Under someones bed

Re: Little help from the community

Post by NemesisNeS » Wed Dec 15, 2021 7:24 pm

Oh?!? Dang it, this is why I am glad I asked you guys here. Like I said I needed the extra pair of eyeballs :ironic: Thanks mate will try that.
I miss $1.99 movie theaters, .25 cent candy bars, and a bucket of popcorn bigger then your head for $2.75. I miss going into a magical carnival with tattoo covered contortionists, big breasted bearded ladies, and a half man/half woman exhibitionist named Taylor handing out tickets for the latest roller coaster ride, instead of having all three of these either taking my coffee order, ringing my groceries up at the super market, or deciding whether or not I get a bank loan today. Shims and Shmoos, Herms and Hawombs. Everything changes (good or bad).