View Full Version : problems with Controllers
legacy-athos_musketeer
09-10-2003, 12:03 AM
hi guys.
that's the problem:
i want to make an enemy that extends from xPawn. when i put it in my game some warnings appear like it can't be possesed.
so i changed the CLassController to scriptedController. but no AI is implemented, so my own Pawn doen't move.
if i put the CLassController to Bot or xBot. the wanrnings appear once again..
what can i do??
thanks a lot
Sir_Brizz
09-10-2003, 03:50 AM
why are you changing the controllers when you are dealing with pawns??
legacy-athos_musketeer
09-10-2003, 01:37 PM
have you try this out?
if i don't change it, it doesnt work!
Sir_Brizz
09-10-2003, 08:35 PM
event PlayerController Login( string Portal, string Options, out string Error )
{
local PlayerController pc;
pc = Super.Login(Portal, Options, Error);
if(pc != None)
pc.PawnClass = class'myPackage.myPawn';
return pc;
}
that changes the pawn for a regular player and
function Bot SpawnBot(optional string botName)
{
local Bot B;
B = Super.SpawnBot(botName);
if(B != None)
{
B.PawnClass = class'myPackage.myPawn';
}
return B;
}
changes the pawn for a bot. If all you are trying to do is madify xPanw you shouldn't have to mess with the controller type at all.
legacy-athos_musketeer
09-11-2003, 12:05 AM
ok.. that doen't work.
i had to write my own Roster and RosterEntry.
i have this little level in my ED. and that is the warning that appear.
the fisrt one after the possess function:
Warning: xBot Autoplay.xBot (Function UnrealGame.Bot.MoveToGoal.BeginState:0016) Accessed None
later a lot more come. i tracked down this one. and it seems that it cant find the Squad var in the controllesr
any ideas?
thanks a lot! :)
Sir_Brizz
09-13-2003, 05:04 AM
DMSquadClass=class'myPackage.mySquadAI'
Lok in the mutant code...most of what you are doing has already been done there.
edit: that goes in your default properties of your gametype class.
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