NEW MUTATOR IDEA?

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~{kRiD}~
Average
Posts: 50
Joined: Sun Jan 20, 2013 7:26 pm

Re: NEW MUTATOR IDEA?

Post by ~{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
}
Image

JackGriffin
Godlike
Posts: 3766
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: NEW MUTATOR IDEA?

Post by 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.
So long, and thanks for all the fish

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