Hey all, I tried searching the forums, couldnt come up with anything so here goes.
Im creating "Tag" for UT2004. Boring? Probably.
In the TagPawn, I have tried to make it so that if you are touching another tagpawn, it will switch who is "it" (assuming one of you is).
Sounds Simple. But when I override the event Touch it doesnt process when I touch another player, only inventory.
Also, I tried overriding the Tick function and doing:
foreach TouchingActors(class'TagPawn', taggingPawn)
{
Level.Game.Broadcast(self, "Touched");
isIt = true;
// set the player replication info garbage
TagPlayerReplicationInfo(taggingPawn.PlayerReplica tionInfo).playerIsIt = false;
TagPlayerReplicationInfo(self.PlayerReplicationInf o).playerIsIt = true;
}
However, the message is never broadcast even when I am like right on top of someone.
Would I pass the controller through to see if they are being touched? I would have thought the pawn would make more sense..
Am I just being stupid?
Im creating "Tag" for UT2004. Boring? Probably.
In the TagPawn, I have tried to make it so that if you are touching another tagpawn, it will switch who is "it" (assuming one of you is).
Sounds Simple. But when I override the event Touch it doesnt process when I touch another player, only inventory.
Also, I tried overriding the Tick function and doing:
foreach TouchingActors(class'TagPawn', taggingPawn)
{
Level.Game.Broadcast(self, "Touched");
isIt = true;
// set the player replication info garbage
TagPlayerReplicationInfo(taggingPawn.PlayerReplica tionInfo).playerIsIt = false;
TagPlayerReplicationInfo(self.PlayerReplicationInf o).playerIsIt = true;
}
However, the message is never broadcast even when I am like right on top of someone.
Would I pass the controller through to see if they are being touched? I would have thought the pawn would make more sense..
Am I just being stupid?
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