Announcement

Collapse
No announcement yet.

Sticky Grenades Mutator

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Sticky Grenades Mutator

    Hi!
    I had the Idea of a Weapon Mutator.
    I called it StickyB┬┤s (Sticky Bombs) and they
    should function similar like the OnslaughtGrenadeLauncher.

    But they should NOT stick to other Players/Bots or Vehicles,
    only to BSP, STaticMeshes and maybe to Terrain.
    Maybe you remember the N64 Game Goldeneye where he
    had such sticky things.
    Well i got the models done and also the pickups.

    But now with bringing it into Game i have a few problems.
    I got my StickyB extends OnslGrenadeLauncher Thingy working (VTM-Tutorials ConcussionRifle).

    1.But how do i change it to NOT stick to the mentioned above ones and DO stick to BSP,SM etc.?
    And can i align them to the direction the BSp has (like in the pic)...that means that the bottom
    always points to BSP or SM?

    StickyB - Pic



    2. How can i change the Projectiles to use my StickyGrenades models.
    I extended a new Projectile Class
    Code:
    			class StickyBProjectile extends Projectile;
    then in the defaultproperties

    i changed the StaticMesh to
    Code:
    StaticMesh='StickyBMeshes.StickyB'
    (i created a new usx package with these names)
    but it wont work...not even with:

    Code:
    StaticMesh=StaticMesh'StickyBMeshes.StickyB'

    3.same with the Pickup:
    Code:
    	class StickyBAmmoPickup extends UTAmmoPickup;
    
    
    
    DefaultProperties
    {
        InventoryType=class'StickyBAmmo' //what item to create in inventory
    
        AmmoAmount=24
        MaxDesireability=0.300000
    
        PickupMessage="You picked up some StickyB┬┤s"
        PickupSound=Sound'PickupSounds.FlakAmmoPickup'
        PickupForce="FlakAmmoPickup"  // jdf
    
        StaticMesh=StickyBMeshes.StickyBPickup' //mesh to use
        DrawType=DT_StaticMesh
        DrawScale=1
        
     }
    In the Game i can summon the pickup but it shows now mesh and
    in the Editor after rebuilding it says no material ref.
    Does it have to do anything with the Texture?

    Any Ideas?

    Thanx for Helping.

    TheAbyss

    #2
    After a few days of trying i found the answeres!
    For those who are interested i post it here.

    1.With this code the projectile sticks to the wall
    and aligns with its bottom to the BSP or StaticMesh.
    (Of course you have to delete the "damping off wall" part
    in the changed Projectile Class.)


    Code:
    //=============== Stick to wall and face in cert. direct.
    
    simulated function HitWall( vector HitNormal, actor HitWall )
    {
    
       local rotator myRot;
    
              SetPhysics(PHYS_None);
    
            myRot = rotator(HitNormal);
            myRot.Pitch -= 16384;
            SetRotation(myRot);
    
            bLanded=true;
            Velocity=0*Velocity;
          
    }
    2. and 3. didint work because i had a 'myLevel Texture' assigned to one of my models - which was of course not loaded with the Texturepack and gave me an error.
    I also imported the meshes again and gave them new names.
    After that it worked fine.

    Thanx goes to the guys @

    unrealedforum.de
    3dbuzzforums
    Beyondunrealforums
    and
    PlanetUnreal - Mutation

    and

    PlanetUnreal - WOD

    Greetz
    TheAbyss

    Comment

    Working...
    X