Hello,
I learnt UnrealScript this week-end (well, the basics, at least), and I began with modifying the Shield Gun.
After some work (why is the momentum called force is some cases and force in other ?
), I have something that is not balanced, but that actually works w/o code problems.
However, I have a texture problem.
I exported the original texture, modified it's hue to make it red, saved it as a bitmap, and imported it in UEd, setting the same parameters as the original one (LoD, etc).
Then, I add the following line to my Inventory and Pickup class :
Problem is, when seen in first person, the weapon has a stupid shiny / plastic look. But when I spawn the pickup, it has a normal texture. I tried looking at material, but I did not see anything I could have done wrong.
I used the search function, but all I found was people actually wanting this effect and not knowing how to set it. I have it, and want to get rid of the plastic look
I also have the following questions :
Well, I think that's all (even if I feel i forgot something...)
I learnt UnrealScript this week-end (well, the basics, at least), and I began with modifying the Shield Gun.
After some work (why is the momentum called force is some cases and force in other ?

However, I have a texture problem.
I exported the original texture, modified it's hue to make it red, saved it as a bitmap, and imported it in UEd, setting the same parameters as the original one (LoD, etc).
Then, I add the following line to my Inventory and Pickup class :
Code:
Skins(0)=Texture'FunWeapTex.WeaponSkins.ShieldGunRed'
I used the search function, but all I found was people actually wanting this effect and not knowing how to set it. I have it, and want to get rid of the plastic look

I also have the following questions :
- Is there a reference or something ? Because the code is not always well documented, and having to start UEd to browse the whole Object class is a pain. I don't want to use WotGreal.
- How come this is called UnrealScript if it's not compiled at runtime ?
- For arrays, I tried Array(0) and Array[0]. Is there a difference ?
- I wasn't able to find the % of damage the ShieldAltFire is able to absorb instead of the player. Can somebody point me that out ?
- I think the source code is available on UDN. How much space does it take when uncompressed ? (I don't have wuch room on this comuter, and that would mean putting the source on another computer) Is it well documented ?
Well, I think that's all (even if I feel i forgot something...)
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