I made a hitmark mutator last night as a fun little distraction. I have but the shallowest understanding of the language and how Unreal engine actually functions, so I'm not convinced this will work on anything but singleplayer.
I can't determine how to make some of these variables clientside, or failing that, how to store values by player.
I can't determine how headshots are registered,
Players with a shield do not trigger the MutatorTakeDamage function,
To detect a Headshot, use the Mutator function PreventDeath then:
if ( DamageType == 'decapitated' )
Here you can find all sorts of stuff like 'shot', 'Gibbed', 'RedeemerDeath', 'RocketDeath', 'GrenadeDeath' etc
Good luck with your coding
Yes, interesting that. Certainly works - the only thing is it seems to replace the Player's taunt after a kill - the text appears in the talk area OK but what the Player says isn't heard.
What's that on the ramp in your screenshot (apart from Nikita )?
ProAsm wrote: ↑Tue Nov 10, 2020 6:56 pm
To detect a Headshot, use the Mutator function PreventDeath then:
if ( DamageType == 'decapitated' )
Here you can find all sorts of stuff like 'shot', 'Gibbed', 'RedeemerDeath', 'RocketDeath', 'GrenadeDeath' etc
Good luck with your coding
Ahh thank you, I'll try giving that a bash and see what I can come up with.
OjitroC wrote: ↑Wed Nov 11, 2020 12:25 am
Yes, interesting that. Certainly works - the only thing is it seems to replace the Player's taunt after a kill - the text appears in the talk area OK but what the Player says isn't heard.
What's that on the ramp in your screenshot (apart from Nikita )?
I'm sure missing a vocal taunt won't be the end of the world. I think it's just a bullet casing, for some odd reason the crosshair isn't centered if your viewmodel is using the left or right hand setting, so I made it invisible. Didn't want it to look like the mitmark image was off!
InstantMix wrote: ↑Wed Nov 11, 2020 5:34 pm
I'm sure missing a vocal taunt won't be the end of the world.
Perhaps make the hitsounds an option - quite often they are not audible with all the weapon, explosion and gib sounds around - apart from liking the vocalisations of my 'character' (chosen with care from the multitude available), the kill taunt does actually indicate that I have killed something when I may not be able to see that that is the case. I raise it because it may be important for other players as well - at least, it is something to consider.