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    #16
    Thanks for all of your help!

    I believe I can get it all to work and have everything done, except for one issue.

    Instead of using my custom TransBeacon.uc (ZXLBeacon.uc) class, it uses the default one (I think, because editing my beacon class does nothing).

    How could I change that??

    Comment


      #17
      In the fire class, make sure it's your beacon being spwaned, in BeginPlay() funciotn pyut a log command
      Code:
      log("I am the super trans");
      and check your log file to see if it is actually being spawned

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        #18
        Sweet it all works now!

        And just as my hopes were up... i found that it only shoots straight, no matter how high up you aim :/

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          #19
          You have to adjust it's trajectory when you spawn it (look at where it's spawned in the original translocator)

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            #20
            Thanks, got it working!

            Thanks for all of your help with this!!

            Comment


              #21
              I wonder if some could post the code for removing the transfrag, as I don't seem to be able to get it to work. Got to the above code by myself, however the so called obvious does not seem to be that obvious to me.

              I replaced this code:

              {
              if ( (C.SameTeamAs(Instigator.Controller) || (Level.TimeSeconds - C.Pawn.SpawnTime <
              DeathMatch(Level.Game).SpawnProtectionTime)) )
              {
              bFailedTransloc = true;
              break;
              }
              else
              {
              if ( DiffZ > 1.0 * C.Pawn.CollisionHeight )
              {
              NewDest = Dest;
              NewDest.Z += 0.7 * C.Pawn.CollisionHeight;
              }
              else
              NewDest = Dest + 0.5 * C.Pawn.CollisionRadius * Normal(Diff);
              if ( Weapon.FastTrace(NewDest ,dest) )
              Dest = NewDest;
              }

              with this:

              {
              if ( (C.SameTeamAs(Instigator.Controller) || (Level.TimeSeconds - C.Pawn.SpawnTime < DeathMatch(Level.Game).SpawnProtectionTime)) )
              {
              bFailedTransloc = true;
              break;
              }
              else
              {
              if ( DiffZ > 1.0 * C.Pawn.CollisionHeight )
              {
              bFailedTransloc = true;
              break;
              }
              else
              bFailedTransloc = true;
              break;
              if ( Weapon.FastTrace(NewDest ,dest) )
              bFailedTransloc = true;
              break;
              }

              Comment


                #22
                Originally posted by Sam99 View Post
                I wonder if some could post the code for removing the transfrag, as I don't seem to be able to get it to work. Got to the above code by myself, however the so called obvious does not seem to be that obvious to me.
                You are looking in the wrong place. You need to look for something that checks if you are Translocating to the location of someone who is not on your team.

                Originally posted by Hsoolien View Post
                The blur thing I've never noticed
                He means the Translocator camera, fire the Translocator and then hit your Translocator key (Q by default). You will see from a camera on the inside. The farther you are from the beacon, the more static and noise on the camera overlay.

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                  #23
                  Well the notes/comment in the code says:

                  // verify won't telefrag teammate or recently spawned player

                  guess "verify" don't necessarily mean it is actually the code that prevents a team kill, but I think that is what is meant. Also my reading of Hsoolien's comment is that he is referring to a telefrag in the post u refer to.

                  However that said, I have not been able to find the code that regulates the telefrag, any pointer to the right code would be gratefully received.

                  TY for your post

                  For the translocator camera i think line 44 in the transfire class deals with whether u view the puk cam or not with this line:

                  TransLauncher(Weapon).ViewPlayer();

                  Thats how i read the code

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