Question number two today 
anyway it's all for a good cause as you'll see in not too long hopefully...

I wrote this function for my WeaponPickup Class
class KFWeaponPickup extends UTWeaponPickup;
function RespawnEffect()
{
}
auto state Pickup
{
function DisplaySome****(Canvas C )
{
local xPlayer PC ;
PC = xPlayer(Instigator.Controller);
if ( ValidTouch(PC) )
{
C.SetPos((C.SizeX - C.SizeY) / 2,0);
C.DrawTile( Texture'KillingfloorHUD.ClassMenu.Axe', C.SizeY, C.SizeY, 0.0, 0.0, 512, 512);
SetRespawn();
}
}
}
Ok now very simply, i want it to display the Texture at the bottom corner of the screen for a second and then fade...so i can have that instead of the big ugly "YOU GOT XXX" colored text that is typical of unreal.
Anyway needless to say my function doesnt quite seem to happen when i pick up said items, so can anyone lend a hand?

anyway it's all for a good cause as you'll see in not too long hopefully...

I wrote this function for my WeaponPickup Class
class KFWeaponPickup extends UTWeaponPickup;
function RespawnEffect()
{
}
auto state Pickup
{
function DisplaySome****(Canvas C )
{
local xPlayer PC ;
PC = xPlayer(Instigator.Controller);
if ( ValidTouch(PC) )
{
C.SetPos((C.SizeX - C.SizeY) / 2,0);
C.DrawTile( Texture'KillingfloorHUD.ClassMenu.Axe', C.SizeY, C.SizeY, 0.0, 0.0, 512, 512);
SetRespawn();
}
}
}
Ok now very simply, i want it to display the Texture at the bottom corner of the screen for a second and then fade...so i can have that instead of the big ugly "YOU GOT XXX" colored text that is typical of unreal.
Anyway needless to say my function doesnt quite seem to happen when i pick up said items, so can anyone lend a hand?
Comment