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
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
Ledge checking in PlayerPawn
- ShinDarkfox
- OldUnreal Member
- Posts: 66
- Joined: Sun Mar 01, 2009 8:22 pm
Ledge checking in PlayerPawn
Now, I'm not too sure here, but I've been looking through the code involving everything pawn and playerpawn and haven't found yet the way the game checks if your at a drop point. I mean, at the edge, not falling but close to it. I've attempted using "Function MayFall()" which is called by the engine itself, but didn't play the animation I wanted unless I'm doing it wrong (placed in group "Waiting"), does however do the test message "I am about to fall!" so I'm guessing it ignores the call to play the animation due to PlayWaiting. Anything I can add in the PlayWaiting function instead or is it purely in "MayFall"? I would consider a boolean flag (e.g. bEdgeStepping) but I wouldn't know how to unset it unless I had everything from PlayWalking to PlayInAir to unset it. Any ideas?
-
Mewtwo
Re: Ledge checking in PlayerPawn
21351235
Last edited by Mewtwo on Sat Jul 23, 2011 10:45 am, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Ledge checking in PlayerPawn
Ledge checking is all handled in C++ codes so you won't find it in UnrealScript.
Whatever it's checking or not depends on Pawn.bIsWalking.
Whatever it's checking or not depends on Pawn.bIsWalking.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- ShinDarkfox
- OldUnreal Member
- Posts: 66
- Joined: Sun Mar 01, 2009 8:22 pm
Re: Ledge checking in PlayerPawn
Just tested the MayFall event further, seems to just be when it is JUST starting to fall rather than at the edge. Well, gee. And I looked around for bIsWalking in Pawn and PlayerPawn to no avail, so it seems this would not be an easy task as I once thought.
Since it is all checked by the engine itself (in C++ I'm assuming means, in the source code) then I guess there would be no way to do this without some trouble. Well, wasn't much I had planned other than a silly "Woah!" to test if it works.
Since it is all checked by the engine itself (in C++ I'm assuming means, in the source code) then I guess there would be no way to do this without some trouble. Well, wasn't much I had planned other than a silly "Woah!" to test if it works.
Last edited by ShinDarkfox on Wed Mar 02, 2011 8:31 pm, edited 1 time in total.