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changing the pawn drawscale and fatness when projectile collide it (Read 729 times)
Dozey
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changing the pawn drawscale and fatness when projectile collide it
05/05/12 at 19:16:06
 
As in question - how to change pawn drawscale and fatness when projectile collide it??? Is there any function already existing??
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IsUnreal
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #1 - 05/05/12 at 20:00:52
 
In the most simple form:
add this in proccess touch of  the projetile after or in place of  takedamage area after its proved its a actor

Other.drawscale = 0.25; Other.fatness=0.25; ....etc

a better example may be found in the u4e shrinker or QSG gun for the kind of effect your looking for( ie vacuum , shrink etc).

Edit: dont forget to set collision too or it will only be visual difference..
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« Last Edit: 05/05/12 at 20:03:02 by IsUnreal »  

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Dozey
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #2 - 05/06/12 at 13:17:36
 
IsUnreal wrote on 05/05/12 at 20:00:52:
In the most simple form:
add this in proccess touch of  the projetile after or in place of  takedamage area after its proved its a actor

Other.drawscale = 0.25; Other.fatness=0.25; ....etc

a better example may be found in the u4e shrinker or QSG gun for the kind of effect your looking for( ie vacuum , shrink etc).

Edit: dont forget to set collision too or it will only be visual difference..


thank you so much Wink

BTW. I was trying to make a "vacuum", basing on wormhole effect but it failed. Do you know fuction to make it?? Cause this one in QSG Worm Hole is more complex than I thought.
Also I would like to get drawscale and fatness gradually, not summarily.
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« Last Edit: 05/06/12 at 18:55:27 by Dozey »  

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Gizzy
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #3 - 05/11/12 at 00:46:59
 
Dozey wrote on 05/06/12 at 13:17:36:
IsUnreal wrote on 05/05/12 at 20:00:52:
In the most simple form:
add this in proccess touch of  the projetile after or in place of  takedamage area after its proved its a actor

Other.drawscale = 0.25; Other.fatness=0.25; ....etc

a better example may be found in the u4e shrinker or QSG gun for the kind of effect your looking for( ie vacuum , shrink etc).

Edit: dont forget to set collision too or it will only be visual difference..


thank you so much Wink

BTW. I was trying to make a "vacuum", basing on wormhole effect but it failed. Do you know fuction to make it?? Cause this one in QSG Worm Hole is more complex than I thought.
Also I would like to get drawscale and fatness gradually, not summarily.


Theres some mods around that have a similar function (Drawing actors toward a target) you're looking for. I think the DSCPP (Or whatever it's called) has a firemode like this. That or maybe Dot's pack mod will have it
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Dozey
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #4 - 05/11/12 at 10:34:23
 
Gizzy wrote on 05/11/12 at 00:46:59:
Dozey wrote on 05/06/12 at 13:17:36:
IsUnreal wrote on 05/05/12 at 20:00:52:
In the most simple form:
add this in proccess touch of  the projetile after or in place of  takedamage area after its proved its a actor

Other.drawscale = 0.25; Other.fatness=0.25; ....etc

a better example may be found in the u4e shrinker or QSG gun for the kind of effect your looking for( ie vacuum , shrink etc).

Edit: dont forget to set collision too or it will only be visual difference..


thank you so much Wink

BTW. I was trying to make a "vacuum", basing on wormhole effect but it failed. Do you know fuction to make it?? Cause this one in QSG Worm Hole is more complex than I thought.
Also I would like to get drawscale and fatness gradually, not summarily.


Theres some mods around that have a similar function (Drawing actors toward a target) you're looking for. I think the DSCPP (Or whatever it's called) has a firemode like this. That or maybe Dot's pack mod will have it


Have you got link to them??
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Dozey
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #5 - 05/21/12 at 18:26:14
 
Maybe another way. Function Other.Drawscale and Other.Fatness works good. I would like to make them gradually - similar like in function Bloblet's dead; it means drawscale deltatime and after it rich 0.2 it disappears. Anyway - how to change collision to 0??
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Dozey
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I love cleaning The Sunspire
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Re: changing the pawn drawscale and fatness when projectile collide it
Reply #6 - 05/28/12 at 13:21:43
 
Hi folks again. Is there any method to delete bleeding while projectile hit pawn??
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