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  • replied
    Bots will not attack a pawn if Visibility=0 or -1, they will how ever shoot and fight you if you make a noise, like shooting your weapon, landing from a jump, etc.

    You could easily code this in a mutator, but some other code modifies this, like the Invisible Combo.

    the command in a mutator would be:

    xPawn.bHidden=True;
    xPawn.SetInvisibility(30);

    30 being the time limit your invisible, so to speak.
    You would also have to reverse this after the 30secs is up:

    xPawn.bHidden=False;
    xPawn.SetInvisibility(0);

    Leave a comment:


  • replied
    thanx, but how do i code the original thing i asked for as a mutator?

    Leave a comment:


  • replied
    Making a pawn invisible is (usually) as easy as setting bHidden=True. However, Bots will still attack the pawn as if it's visible.

    Here's some code to make the bots lay off. It includes stuff that DOESN'T work (commented out). (BTW, it's a little sloppy and over-the-top code, but I don't really give a ****)

    ------------------------

    if ( C.Enemy == PawnMyself && C.Target == ActorMyself && AIController(C) != None )
    {

    C.StopFiring();
    C.Focus = ActorNobody;
    C.Enemy = PawnNobody;
    C.Target = ActorNobody;
    Bot(C).bIgnoreEnemyChange = False;
    Bot(C).EnemyNotVisible();
    Bot(C).SetAttractionState();
    //C.bEnemyAcquired = False;
    //Bot(C).bEnemyIsVisible = False;
    //Bot(C).bEnemyEngaged = False;
    //Bot(C).SeePlayer(PawnMyself);
    // set enemy info
    //Bot(C).EnemyChanged(True);
    //Bot(C).GetEnemyName();
    //Bot(C).EnemyVisible();
    //C.Reset();
    AIController(C).Reset();
    // Some people may complain about this last one; whatever

    }

    Leave a comment:


  • started a topic invisible

    invisible

    hi i want to make a mutator for unreal 2k3, its basicallly gonna be that the invisibility randomly passes from player to player during the game, i want it to last about 20 sec on each player. can any1 help?
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