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    yea its some weird problem with the sirfaces there <.<

    also on the bridges of the Bridge of Faith

    i guess somehow theres a way to smooth it out but i dont know what the code to do that is

    also that camra problem iv had before but not in a vehicle O.o

    its confusing to say the lease

    found what i think is the 2 .uc's that make the rope part
    NinjaRope and NinjaRopeNode or something like that
    but now i gotta find out how to make em work on x or q and stuff and ask promition to add it to the Transpider <.<
    Aaaaa

    also i know that this is in the beta area but this is the idea development room thing :x

    Comment


      Originally posted by Sarge-David
      yea its some weird problem with the sirfaces there <.<

      also on the bridges of the Bridge of Faith
      Not sure about Torlan, but there are invisible blocking volumes on Bridge of Faith. The spider can't stick to invisible blocking volumes, so it gets kicked around on the bridge. Usually you can avoid it by jumping on/off the bridge (instead of running on/off.)

      Comment


        yea the tower when about a foot from the top <.<

        Comment


          you can change the camera move time AFAIK by adjusting the second parameter in FaceRotation.
          The second parameter (currently 0) is called DeltaTime, which if i know my maths/greek is saying change in time. Although im not sure (i couldn't be bothered checking the actual code), i would guess that is the time in which you want the rotation to occur over. See what results you get when you remake with 0.5 instead of 0.
          Code:
          simulated event HitWall(vector HitNormal, actor Wall)
          {
              if (LandMovementState == 'PlayerSpidering')
              {
                  if (!IsValidBase(Wall))
                      return;
          
                  SetPhysics(PHYS_Spider);
                  SetBase(Wall, HitNormal);
          
                  if (Controller == none)
                  {
                      Velocity = vect(0,0,0);
                      Acceleration = vect(0,0,0);
                      Floor = HitNormal;
                      FaceRotation(Rotation, 0);
                  }
              }
          
              // TODO: (Maybe) make Spider slide (scrape) down wall if going too fast
          }

          Comment


            ok

            now how about finding what goes in the function thing in the mut section for Health

            all i can get with my limited skills is

            function pool = heath (something)
            {
            var (Health) int=health()
            }

            but it dont work
            *sad panda*

            Comment


              What?
              to change the health of the spider pawn just add a new default property called "Health".

              Comment


                yar but i need to make it changeable in the mutator option menu :/
                that where the other changies are so thats where the health is
                and it looks like the spider already got a default health from the normal 100

                Comment


                  Originally posted by i|nick89|
                  you can change the camera move time AFAIK by adjusting the second parameter in FaceRotation.
                  If I recall correctly, the "camera smoothing" (when the floor normal changes) is actually done in the PlayerController class. (The spider itself rotates with the camera.)
                  Originally posted by Sarge-David
                  yar but i need to make it changeable in the mutator option menu :/
                  that where the other changies are so thats where the health is
                  and it looks like the spider already got a default health from the normal 100
                  Read Mutator_Config_GUI. It should give you an idea of how to add options to the mutator configuration menu. Once you have the option, simply set the spider's Health when the weapon spawns it.

                  Comment


                    thanks ^_^
                    i still havent.........*makes a reference to cherries and scripting*

                    yea......i hope i dont get introuble now i fixed that so it dont say it dirrectly
                    .................

                    ( >^.^) > (>^.^)> ( >^.^) > (>^.^)> ( >^.^) > (>^.^)> ( >^.^) > (>^.^)>
                    KIRBY PELVIS THRUST!

                    Comment


                      ts_SpiderPawn.default.Health = <amount>;

                      Comment


                        ......................ok.....i still thing its not what iwas thinging with

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