NEW MUTATOR IDEA?

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Re: NEW MUTATOR IDEA?

Postby ~{kRiD}~ » Tue Nov 06, 2018 5:15 am

something sorta like the hit effects?
Code: Select all
/* **************************************************************************
                        - WeaponHitEffect -
************************************************************************** */
class UTEP_WeaponHitEffect extends Effects;


var Texture LowDetailTexture;
var int FatnessOffset;


/* ========= START ========= */
simulated function Destroyed()
{
   Super.Destroyed();
}

simulated function PostBeginPlay() {
}

simulated function Timer()
{
   local int TeamNum;
}

simulated function Tick(float DeltaTime)
{
   
//   setlocation(owner.location);
      mesh=owner.mesh;
   drawscale=owner.drawscale;
   
}


/* ========= END ========= */
defaultproperties
{
    LowDetailTexture=FireTexture'UnrealShare.Effect3.fireeffect3a'
    FatnessOffset=29
    bAnimByOwner=True
    bOwnerNoSee=True
    bNetTemporary=False
    bTrailerSameRotation=True
    LifeSpan=0.40
    LODBias=15.00
    Texture=FireTexture'UnrealShare.Belt_fx.Invis.Invis'
    Skin=FireTexture'UnrealShare.Belt_fx.Invis.Invis'
    ScaleGlow=10.00
    AmbientGlow=255
    Fatness=150
    bUnlit=True
    bMeshEnviroMap=True
}
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Re: NEW MUTATOR IDEA?

Postby JackGriffin » Tue Nov 06, 2018 5:57 am

It's more like this example. This is from the Dragons I did for 227. I spawned emitters and attached them to the major joints in the wings:

Code: Select all
Class EarthDragon Extends FireDragon config(INIsDragons);

var() config bool UseWingtipsEarth;
var EarthDragonTrailEmitter WingTipEarth, WingTip2Earth, WingTip3Earth, WingTip4Earth;


simulated function prebeginplay()
{
   super.prebeginplay();

   if(UseWingtipsEarth)
   {
      WingTipEarth = Spawn(class'EarthDragonTrailEmitter', Owner,,,);
      AttachActorToBone(WingTipEarth, 49);
      WingTip2Earth = Spawn(class'EarthDragonTrailEmitter', Owner,,,);
      AttachActorToBone(WingTip2Earth, 38);
      WingTip3Earth = Spawn(class'EarthDragonTrailEmitter', Owner,,,);
      AttachActorToBone(WingTip3Earth, 41);
      WingTip4Earth = Spawn(class'EarthDragonTrailEmitter', Owner,,,);
      AttachActorToBone(WingTip4Earth, 52);
   }
}


In the AttachActorToBone the second argument is the location of the joint. Each tick it updates the emitter's position so it remains relative to the wing.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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