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Projectile Emitter troubles...[solved]

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    Projectile Emitter troubles...[solved]

    Ok, so I thought maybe someone here could help. I have a vehicle that I extended from the IonTank. I butchered its weapon into a custom one, and I worked it all out except one thing. Primary fire works dandy, but the alt fire doesn't. It spawns a projectile (in this case a mod'd shock ball). However, my projectile is not registering the changes I make in the emitter.

    This is my emitter class for the shock ball.
    Code:
    class ShockTBallEffect extends Emitter;
    This is my projectile class that references the emitter.
    Code:
    class ShockTBall extends ShockProjectile;
    
    defaultproperties
    {
    ProjectileEffectClass=Class'TTanks.ShockTBallEffect'
    }

    And this is my weapon that spawns the ball.
    Code:
    class ShockTWeapon extends ONSweapon;
    
    function AltFire(Controller C)
        {
        	local ShockTBall S;
    
        	S = ShockTBall(SpawnProjectile(ProjectileClass, False));
        }
    
    defaultproperties
    {
    ProjectileClass=Class'TTanks.ShockTBall'
    }
    Any ideas? Or would you need to see the whole code bits. These are the only parts that deal with the shockballs, so I don't know what the problem is...

    If I make changes to my emitter, the shock ball still looks the same...

    #2
    The emitter that does show... does it look like what you made or like the default ion projectile?

    Comment


      #3
      The emitter that does show looks like the standard Shock Ball, like the one from a shockrifle/skymine.

      class ShockTBall extends ShockProjectile

      Its almost like something in ShockPojectile is overriding my emmitter...

      For knowledge, all I want is my emitter to be 3-4 times larger...

      Edit: Turns out I missed a reference. Ooops lol.

      Comment


        #4
        A lot of emitter related stuff is hardcoded. ShockProjectile does not appear to have a ProjectileEffectClass, but it does have this line in its PostBeginPlay:
        Code:
            ShockBallEffect = Spawn(class'ShockBall', self);
        Try copying over the PostBeginPlay function and replace that ShockBall with your ShockTBall.

        Comment


          #5
          Yea, I already had that one changed. It was in my emitter, something I forgot to match up lol.

          Comment

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