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.
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