View Full Version : Horror Game pocket light
I'm busy making a horror game it is possible for your player as a pocket lamp or something.?
As on this video
11-20-2009, 11:39 AM
Attach a spot light to the player? :)
How can i do this if i click on the player and Click on Table Attachment and then ??
11-20-2009, 06:50 PM
i would also like to know this!
11-20-2009, 07:06 PM
you could attach it, or make it a weapon if you want the player to be able to switch between it and another weapon. This would be how to make the player visually hold the light, too.
11-20-2009, 08:30 PM
Have a look at this: Attaching a spotlight to the player (http://www.moddb.com/games/unreal-tournament-3/tutorials/unreal-learning-5-attachments)
It shouldn't be too hard to modify this to fit onto a weapon, or create a torch.
Thank you but its don't work i have set in in a script and save it as LP_Mutator_Flashlight
but i can't find it in actor classes
I'm looking for some help with this topic too, any ideas or tips?
04-30-2010, 01:10 PM
why is it a mutator?
make it a weapon that the firestate turns it on and off then you should be able to put it in the pickupfactory.
05-02-2010, 04:20 PM
I've been working on a horror game myself. Its quite easy to accomplish actually. I will not just paste the code here, you will not learn anything if you copy paste all of it. the following assumes you are extending an existing weapon or making a new one.
Make a global spotlightcomponent at the beginning of your weapon. Like so:
var SpotLightComponent LightAttachment;
Don't forget to also define any extra things like scale and color.
This next code is needed in the postbeginplay, otherwise LightAttachment has no property:
LightAttachment = new(self)class'SpotLightComponent';
You can then in your postbeginplay define where you want your light to be, and if its enabled or not. You can also attach it to a socket of a skeletal mesh. for example:
UDKSkeletalMeshComponent(Mesh).AttachComponentToSo cket(LightAttachment, 'LightSocket');
To make it turn on and off you can simply switch it in the StartFire function.
Hope it helps! :)
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