Thanks buddy, I solved it. Really appreciate it. I removed the Start() function (since I've called the init() from somewhere else) and replace the whole local array<ASValue> arams; Params[0].... with ActionScriptVoid("root.TheirParent.SetItems"); and now it works like a charm. Thanks again.
Well actually I got one more problem, and this one has been hanging around much longer. I have derived a class from the "Volume" class of UDK. What this class does is when you enter it, it starts showing a particle system. But It just doesn't wanna work. Here's the code:
By the way, this is all from WildICV's(I think that was his name!) tutorial from ContagionEntertainment. But it's given me a headache! I think the tutorial is for earlier versions.
Code:
class PuzVolume_Portal extends PuzVolume
placeable;
var ParticleSystemComponent PortalParticle;
simulated event touch(Actor other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
local PuzPawn puzp;
local PuzPlayerController PuzPC;
super.touch(other, OtherComp, HitLocation, HitNormal);
puzp = PuzPawn(other);
PuzPC = PuzPlayerController(puzp.Owner);
PortalParticle.SetActive(true);
if(puzp != none)
{
if(PuzPC != none)
{
PortalParticle.SetActive(true);
PuzPC.bInPortal = true;
}
}
}
simulated event untouch(Actor other)
{
local PuzPawn PuzP;
local PuzPlayerController PuzPC;
PuzP = PuzPawn(other);
PuzPC = PuzPlayerController(puzp.owner);
if(puzp != none)
{
if(puzpc != none)
{
PortalParticle.SetActive(false);
puzPC.bInPortal = false;
}
}
}
defaultproperties
{
Begin Object class=ParticleSystemComponent name=ParticleSys1
Template=ParticleSystem'PuzzleGameContent.Particles.P_WP_ShockRifle_Ball'
bAutoActivate = false
End Object
PortalParticle = ParticleSys1
Components.add(ParticleSys1)
bStatic = false
bHidden = false
}
Bookmarks