[solved] A WeaponLottery Actor Script
Posted: Sat Jan 10, 2015 3:43 pm
SCRIPT HAS BEEN UPDATED:
http://pastebin.com/QHLEweiq
EDIT:
Sound works now, just add this into the zone's default properties:
- bStatic to False
- bNoDelete to True
So I am now working on a zone in Unreal 227 that is to do the following:
> The player pawn enters a zone, activating a roll.
> A random floating value is chosen; if over 0.7, player is given a flak cannon, and a sound is played; if over 0.8, player is given a flak cannon and a rocket launcher and the same sound is played; if under 0.7, nothing is given, a different sound is played, and the roll happens again.
(NEEDS TO BE ADDED IN)
> When the next roll (and every roll after it) executes, a countdown timer plays (by seconds, so tick needs to be implemented to account for 3 seconds along with 3 countdown sound plays (like Halo 1's respawn timer in multiplayer)).
> If the player neither receives a >0.7 roll nor >0.8 roll for three rolls, a different sound is played and they explode into gibs.
http://pastebin.com/QHLEweiq
EDIT:
Sound works now, just add this into the zone's default properties:
- bStatic to False
- bNoDelete to True
So I am now working on a zone in Unreal 227 that is to do the following:
> The player pawn enters a zone, activating a roll.
> A random floating value is chosen; if over 0.7, player is given a flak cannon, and a sound is played; if over 0.8, player is given a flak cannon and a rocket launcher and the same sound is played; if under 0.7, nothing is given, a different sound is played, and the roll happens again.
(NEEDS TO BE ADDED IN)
> When the next roll (and every roll after it) executes, a countdown timer plays (by seconds, so tick needs to be implemented to account for 3 seconds along with 3 countdown sound plays (like Halo 1's respawn timer in multiplayer)).
> If the player neither receives a >0.7 roll nor >0.8 roll for three rolls, a different sound is played and they explode into gibs.