For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

[Snippet] Add new timers like PainTimer().

Post Reply
User avatar
han
Global Moderator
Posts: 686
Joined: Wed Dec 10, 2014 12:38 am

[Snippet] Add new timers like PainTimer().

Post by han »

Despite that you can easily implement this kind of timers in UnrealScript, you might run into the problem that depending on netrole, etc. it may not receive UnrealScript tick events. Or you simply want to be cool and add tons of native timers. Especially for effects having such timers turned out quite slim and nice unrealscript implementation.

Code: Select all

//
// AActor interface.
//
UBOOL ARevisionEffects::Tick( FLOAT DeltaTime, enum ELevelTick TickType )
{
      guard(ARevisionEffects::Tick);

      if ( Super::Tick(DeltaTime,TickType) )
      {
            if ( TickType==LEVELTICK_All )
            {
                  // Additional EffectsTimer().
                  if ( EffectsTime>0.0 )
                  {
                        EffectsTime -= DeltaTime;

                        if ( EffectsTime0 in defaultproperties to trigger it initially.

[code]
var float EffectsTime;  // Used for getting EffectsTimer() messages (for TrashGenerator, etc.)
event EffectsTimer();
Last edited by han on Fri Nov 06, 2015 2:59 pm, edited 1 time in total.
HX on Mod DB. Revision on Steam. Löffels on Patreon.
Post Reply

Return to “C++ Native Mods for UE1”