Announcement

Collapse
No announcement yet.

spawning something other than a pawn?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Hi all,
    I too faced the same issue when i tried change the DefaultPawnClass in extended gameInfo class from UTPawn to UTVehicle_Scorpion.
    anyone have any updates on how to get it done?

    Leave a comment:


  • replied
    I think there's something about vehicles that makes them require a driver pawn in addition to just a controller. I tried spawning AIControllers on empty Mantas, but they'd just hop up and down on the spot.

    Leave a comment:


  • replied
    Someone from UnrealDemolition, I forget their name, posted this up ages ago.
    Code:
    function RestartPlayer( Controller aPlayer )
    {
        Super.RestartPlayer( aPlayer );
    
        if (aPlayer.Pawn == NONE)
        {
            `log("NULL Player pawn.");
            return;
        }
    
        SpawnUDVehicle( aPlayer.Pawn );
    }
    
    unreliable server function SpawnUDVehicle( Pawn P )
    {
        local Vehicle V;
        local vector loc;
    
        `log("LOG - SpawnVehicle");
          
        if (P == NONE) //NULL safety check
        {
            `log("Null pawn SpawnVehicle");
            return;
        }
    
        loc = P.Location;
        
        loc += vect(100,100,100);//need to shift the vehicle so it doesn't crush people
        V = spawn(class'YourPackage.YourClass',,,loc, P.Rotation);
    
        if (V != NONE)
        {
            if ( V != NONE && V.TryToDrive(P))
            {
                //UDVehicle(V).InitUDVehicle();
                return;
            }
            V.AttachDriver(P);
        }
     
    }
    That's obviously just getting into it of course.

    Leave a comment:


  • replied
    I'm sure it would be possible to directly spawn and possess a vehicle, but it would require a lot of changes to the vehicles, so I too decided to just spawn the player as normal, and the vehicle, and force the player into it, and keep them from leaving.

    here is essentially what I had to do within my gametypes RestartPlayer function:
    -spawn the player as usual
    -give the pawn no collision, or do that in the defaults of a new pawn class for your mod
    -spawn the vehicle at the player's location
    -be sure to set the vehicles team and/or unlock it
    -YourVehicle.mesh.WakeRigidBody()
    -YourVehicle.DriverEnter(YourPawn)

    You would also need to edit a few things to make it so the player can't leave the vehicle.

    Leave a comment:


  • started a topic spawning something other than a pawn?

    spawning something other than a pawn?

    trying to force a gametype to spawn vehicles rather than pawn's. tried replacing the pawn class with a vehicle class but nothing happened, other than I couldnt join the game and not even move.

    So i figured I could mutate the add inventory function to spawn a vehicle and force the player to enter it. I am having some sysntax issues I havent been to find a function to spawn the vehicle class, the closest thing I got is a SpawnVehicle(); but it gives me bad or missing expression in UTDeathMatch.

    Anyone have any ideas on this?
Working...
X