
Originally Posted by
alvarofer0021
Sorry my bad its StopFire() There you can check ToggleAim() and for the ADS to work you only need an socket called SightSocket in your weapon also for the true fps view to work you need the eyes socket too
ohk so here is what i did.. i opened UDK and added a new socket for the link gun and named it "GunAimAdjustNode" and below is the code in my pawn class.. when I compile , I get an error message " Error, Bad or missing Expression in if "
Code:
class AwesomePawn extends UTPawn;
var bool bWeaponAiming;
var float fDelayStartFire;
var bool bWantsToFire;
var float fChangeAimTime;
var SkelControlSingleBone GunAimAdjustNode;
simulated function StopFire(byte FireModeNum)
{
if (FireModeNum != 1)
bWantsToFire = false;
if (fDelayStartFire > WorldInfo.TimeSeconds)
return;
// toggle aim on release, if we weren't holding it down (which is something else again)
if ((Weapon != None) && (FireModeNum == 1) && !bNoWeaponFiring)
{
//if we're a client, synchronize server
if (Role < Role_Authority)
ServerToggleAim();
ToggleAim();
return;
}
Super.StopFire(FireModeNum);
}
reliable server function ServerToggleAim()
{
ToggleAim();
}
simulated function ToggleAim()
{
if (GunAimAdjustNode == None)
return;
if (bIsSprinting)
{
if (bWeaponAiming)
fChangeAimTime = WorldInfo.TimeSeconds + TimeToChangeAim;
bWeaponAiming = false;
}
else
{
fChangeAimTime = WorldInfo.TimeSeconds + TimeToChangeAim;
bWeaponAiming = !bWeaponAiming;
}
//bIsWalking = bWeaponAiming;
GunAimAdjustNode.BoneTranslation = tfpWeapon(Weapon).aimOffset;
// aiming, blend in...
if (bWeaponAiming)
{
//GunAimAdjustNode.SetSkelControlActive(true);
GunAimAdjustNode.SetSkelControlStrength(1.0f, TimeToChangeAim);
HeadAimAdjustNode.SetSkelControlStrength(1.0f, TimeToChangeAim);
}
// not aiming, blend out...
else
{
GunAimAdjustNode.SetSkelControlStrength(0.0f, TimeToChangeAim);
HeadAimAdjustNode.SetSkelControlStrength(0.0f, TimeToChangeAim);
}
}
DefaultProperties
{
}
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