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Weapon Mod Need Help!!!

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    Weapon Mod Need Help!!!

    Greetings All I am new to the forum but from what I see this is a pretty cool place.

    My Question:

    I want to add a bulletTime effect to the alt fire of a gun. I have a bulletTime adrenaline combo that works pretty good but I can''t seem to link the two. Any help or a point in the right direction would be greatly appreciated. Thanks a bunch.

    #2
    Depends on your expertise. Are you familiar with scripting in general, mutators and weapons specifically?

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      #3
      yes I am familiar with making mutators for weapons and I am pretty good with OOP programming im just kinda new to Unreal Script, but any help you can give me will definitely help me out.

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        #4
        Do you have trouble locating the right function to override or do you have trouble getting the thing to work?

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          #5
          I am having trouble finding the right function to override. I believe it is the dofire method but I want the time effect to last for certain amount of time, all the player to fire the primary fire or switch guns or whatever.

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            #6
            The WeaponFire.DoFireEffect method should do the trick.

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              #7
              Yeah I saw that in there and I got that to work, now i just need to figure out how to stop it at a specific time. I think using the Tick count should work, but now i just need to be play with it a lil bit, just got to figure out how to manipulate it.

              Comment


                #8
                Good alternatives are to use a Timer:
                Code:
                SomeFunction()
                {
                    // Start the timer.
                    SetTimer(theTime, true);
                }
                
                event Timer
                {
                    // Do stuff.
                
                    // Turn the timer off.
                    SetTimer(0, false);
                }
                ... or to look at Level.TimeSeconds in Tick() and act when it reaches a certain value.

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                  #9
                  Thanks for the help, I have the gun, slowing down and reseting time now as an alt fire command. Thanks for the help. On to the Next weapon mod.

                  Comment


                    #10
                    One More question, What is the correct syntax to spawn my altfire class in the Main Weapon class. I'm trying to tie up some lose ends with this gun and I can seem to get the correct syntax in there.

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                      #11
                      Simply listing it in the defaultproperties like all the other weapons do? Or are you trying to do something else?

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                        #12
                        Yeah I know about listing in in the defaultproperties, i was trying to do something a lil different. I wanted to spawn a instance of the currently active alt fire class so that way if the weapon is changed or if the player dies I can reset some specifics effect attributes. I found a work around but i still would like to know how to do it that because it is much more elegant. I posted the gun on the Beta release board. Check it out and tell me what you think.

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                          #13
                          I believe I read a post a few months ago that said there are some problems associated with altering firemodes.

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                            #14
                            Oh ok cool, well the work around works. I saw your spider tank, it is a pretty cool vehicle. Check out the Gun and give me some feedback on it so I can fix it up better.

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                              #15
                              I'll be happy to answer questions on this forum but I am not magical beta test support. I'm sure you'll be able to find others for that.

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