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

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  • replied
    ts_SpiderPawn.default.Health = <amount>;

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  • replied
    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!

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  • replied
    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.

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  • replied
    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

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

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  • replied
    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*

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  • replied
    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
    }

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

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  • replied
    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.)

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  • replied
    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

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  • replied
    this is on the beta forum now, and great job on the mutator.
    one problem I found, is that when you die in a vehicle that is being driven by a TranSpider, you get a constantly flipping view that's really messed up. then when you commit suicide, your view is below your gun!
    that sucks, but it's minor, also, the Spider climbing up Torlan Tower, the camera moves way way WAY to fast.

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  • replied
    yep :3
    see a dude with a server says that the people where complaining about the TranSpider got in the way with stuff :x anyway its easier but feels kinda emptier O.o
    ohwell it works

    my mission for this week is to get the code for the NingaRope and Locate the Rope Part and attach it to the Q button or the X

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  • replied
    eh? Press alt-fire and it will switch from translocator to transspider.

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  • replied
    yea iv been looking at unreal wiki and 3dbuzz <.<
    i only gave it enough damage to kill a manta :3 for now <.<
    going to have that configurable 2
    but i dont think i can get the rope thing in for awhile

    ohyea 1 second if i turn that off then how to i get the spider to be the second 1?

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