Here is another sampling of the code where a particle changes in relation to the team your on.
Hoverboard cable:
Code:
simulated event SpawnTowCableEffects()
{
local byte TeamNum;
local UTPawn P;
TeamNum = GetTeamNum();
if (TowBeamEmitter == None)
{
TowBeamEmitter = new(self) class'UTParticleSystemComponent';
TowBeamEmitter.SetTickGroup(TG_PostAsyncWork);
TowBeamEmitter.SetTranslation(vect(0.0, 8.0, 0.0));
TowBeamEmitter.SecondsBeforeInactive = 1.0;
TowBeamEmitter.bDeferredBeamUpdate = true;
TowBeamEmitter.SetTemplate((TeamNum == 1) ? TowBeamTeamEmitters[1] : TowBeamTeamEmitters[0]);
P = UTPawn(Driver);
if (P != None && P.Mesh != None)
{
P.Mesh.AttachComponentToSocket(TowBeamEmitter, P.WeaponSocket);
}
}
Here is the part i need inside the Darkwalker code to change.
Code:
simulated function AddBeamEmitter()
{
local int i;
if (WorldInfo.NetMode != NM_DedicatedServer)
{
for (i=0;i<2;i++)
{
if (BeamEmitter[i] == None)
{
if (BeamTemplate != None)
{
BeamEmitter[i] = new(Outer) class'UTParticleSystemComponent';
BeamEmitter[i].SetTemplate(BeamTemplate);
BeamEmitter[i].SecondsBeforeInactive=1.0f;
BeamEmitter[i].SetHidden(true);
Mesh.AttachComponentToSocket( BeamEmitter[i],BeamSockets[i] );
}
}
else
{
BeamEmitter[i].ActivateSystem();
}
}
}
}
I have tried to ad the team stuff into this code but no luck. Please help.
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