Icaroto
04-19-2012, 09:44 PM
Yo guys, one question:
My Pawn has the code:
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
DeathAnimSlot = AnimNodeSlot(Mesh.FindAnimNode('DeathSlot'));
SetCollisionType(COLLIDE_NoCollision);
DeathAnimSlot.SetActorAnimEndNotification(true);
DeathAnimSlot.PlayCustomAnim('DeathI', 1.0, 0.05, -1.0, false, false);
LifeSpan=1.0;
}
But when I use a Modify Health to kill him, the camera change for 1st view and start to spinning... and because of that I think my death anim isn't playing...
My guess is that camera comming from the function PlayDying of UTPawn... but my function isn't suposse to "overide" the original one? (My pawn extends the UTPawn)
Anyway... I just want to remove that default spinning camera and show my death anim...
Thanks ^^
My Pawn has the code:
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
DeathAnimSlot = AnimNodeSlot(Mesh.FindAnimNode('DeathSlot'));
SetCollisionType(COLLIDE_NoCollision);
DeathAnimSlot.SetActorAnimEndNotification(true);
DeathAnimSlot.PlayCustomAnim('DeathI', 1.0, 0.05, -1.0, false, false);
LifeSpan=1.0;
}
But when I use a Modify Health to kill him, the camera change for 1st view and start to spinning... and because of that I think my death anim isn't playing...
My guess is that camera comming from the function PlayDying of UTPawn... but my function isn't suposse to "overide" the original one? (My pawn extends the UTPawn)
Anyway... I just want to remove that default spinning camera and show my death anim...
Thanks ^^