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#1 |
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Senior Member
Join Date: Jan 2008
Posts: 200
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Alright I am so lost here I thought gee I could make the AR use MG ammo by changing ammo used in the fire mode...but....now its locking out MG from getting ammo.
What I want to do is have the AR box of bullets dump into MG ammo and have that for both my War monkey special and the MG. Been trying to replace both the ammo picks up but I am going in circles these past 2 hours.
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I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ |
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#2 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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Would like to get an answer to this as well. As my Grenades act just like that - you take the ammo, and only the latest ammo users gets it, not all. In UT2003 AR used minigun ammo by default, I wonder what did they change?
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#3 | |
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Senior Member
Join Date: Jan 2008
Posts: 200
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Quote:
I have made 2 versions for my War Monkey, when I have the War Monkey special use MG ammo it locks the MG out of getting ammo...its crazy. Today I shall try and make a new ammo class and pickup and see if I can get them to share with it, also will dup the MG,MGpickup,MGfire,MGalt fire into my mut and have it call to it...I can get the AR ammo pickup and MG ammo pickup to load ammo into the War monkey but MG gets no ammo, or I can reverse it...I am so confused.... Well I have some stuff to try still will report any improvement ^^
__________________
I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ |
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#4 |
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Senior Member
Join Date: Jan 2008
Posts: 200
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Well I managed to get the add ammo on pickup function to work for the MG but it only gives you ammo when you pick it up even on the spawn points , you can load up fast tho and gives you more ammo from MG drops,it is not bad to maintain teh flow of the game but.....blah.....
--------------- update dose not work for weapon lockers..... ZOMG!!
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I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ Last edited by ZippyDSMlee; 09-11-2008 at 07:01 PM. |
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#5 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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So, any solution yet? Anyone know how these work?
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#6 |
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Senior Member
Join Date: Jan 2008
Posts: 200
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the only thing I could l do is to get the MG to pick up ammo on its own pick up and spawn points dosent work for weapon lockers tho.
I think either you need a function or whatever call in the upper ammunition chains or proper code in the ammo code to allow for both weapons to use it, I am unsure what the code would be tho.
__________________
I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ |
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#7 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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I dug this up:
Minigun.uc: Code:
function DropFrom(vector StartLocation)
{
local Ammunition AssaultAmmo;
local Weapon AssaultRifle;
Super.DropFrom(StartLocation);
if ( (Instigator != None) && (Instigator.Health > 0) )
{
// share ammo with assault rifle, so need to add it back to instigator's inventory
AssaultAmmo = Ammunition(Instigator.FindInventoryType(class'MinigunAmmo'));
if ( AssaultAmmo == None )
{
AssaultAmmo = spawn(class'MinigunAmmo',Instigator);
AssaultAmmo.GiveTo( Instigator, None );
}
AssaultAmmo.AmmoAmount = 0;
AssaultRifle = Weapon(Instigator.FindInventoryType(class'AssaultRifle'));
if ( AssaultRifle != None )
AssaultRifle.Ammo[0] = AssaultAmmo;
}
}
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#8 | |
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Senior Member
Join Date: Jan 2008
Posts: 200
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Quote:
My last UT04 mod is a few months old got the firing animations worked out http://www.viddyou.com/viddstream?videoid=41189 Got a new texture for my hellfire cannon minigun mod but I still can;t get wormbros extended hurt radius to work so no self damaging explosive bullets ><
__________________
I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ |
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#9 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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Hmm, it seems this code alone doesn't do the trick. However, in AssaultRifle.u:
Code:
function bool HandlePickupQuery( pickup Item )
{
Super(Weapon).HandlePickupQuery(Item);
return Inventory.HandlePickupQuery(Item);
}
Any suggestions?
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#10 |
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Senior Member
Join Date: Jan 2008
Posts: 200
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Any luck with this?
__________________
I is fuzzy braiwned mew =0-o= ------------------------------------------------------ How the fck do we implement this?!?! The voices demand it be done! ----------------------- http://zippydsmlee.wordpress.com/ |
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