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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
Pawn with random skins bonded to Timer
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Pawn with random skins bonded to Timer
I tryd many things to make it work but apperantly i am doing something wrong. Anyone knows how to make this work?
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Pravin
Re: Pawn with random skins bonded to Timer
Well, afaik Timer is utilized all over the place in pawn code. The safest way to go would be to make some other class have the timer and skin settings logic... You could always make some new playerreplicationinfo class that sets timer and randomizes the pawn's skin after a duration of time, then destroys itself. There are a bunch of approaches to this, just be warned about overriding timer in pawn subclasses.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Can you give a sample of this? Or is it to hard to post such a code on the forum?
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Pravin
Re: Pawn with random skins bonded to Timer
Uhhhh ok... Here's some psuedo-code because I'm unsure of some syntax..
Then you just have to set the pawn in question's playerreplicationinfoclass to this new pri class.
Code: Select all
class MyPRI expands Playerreplicationinfo;
event postbeginplay()
{
super.postbeginplay();
settimer(1.0,false);
}
event timer()
{
if( pawn(owner) != none )
pawn(owner).setmultiskin ...
}
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
and setmultiskin, does that means it will go thru all multiskins filled in the pawn's properties? Ive barrerly ever worked with Replicationinfo, that's why i got so much questions.
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Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Pawn with random skins bonded to Timer
Simple way without replicationinfo:
Code: Select all
var float Count;
var() texture randskins[40];
function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2) // this is the timer
{
skin=randskins[rand(40)];
Count=0.0;
}
}
Last edited by Age on Fri May 30, 2008 6:24 pm, edited 1 time in total.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Okay, thank you both.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Hm. yours isnt working somehow Age, i don't get any errors, but the skin's aren't working in-game.
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Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Pawn with random skins bonded to Timer
I've had very little luck using Tick and Timer inside of pawn (specifically playerpawn; it might be different for a regular pawn). I don't know why, but Tick just doesn't seem to get called at all, and timer has problems because you can only have one timer per object and the pawn code uses it in a few states. I would recommend adding 'simulated function Tick' another class with RemoteRome==Role_SimulatedProxy and use Age's code in there. You'll need to change it change owner.skin instead of just skin, of course, but otherwise it should work fine. It's a simulated function, so it'll be called clientside without any replication.
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Okay, thanks ill try that.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
I did exactly that, but it still doesn't work, this is what i've got:
Code: Select all
var float Count;
var() texture randskins[2];
simulated function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2)
{
Owner.skin=randskins[rand(2)];
Count=0.0;
}
}
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Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Pawn with random skins bonded to Timer
1. Did you set the remoterole on this actor to Role_simulatedproxy, or spawn it only clientside? If you didn't then Tick won't get called.
2. Did you set owner? If you didn't then it obviously won't work. It'd also generate a bunch of accessed nones in your log.
3. what class did you put that code in? what is it a subclass of? I doubt this matters, I'm just curious.
2. Did you set owner? If you didn't then it obviously won't work. It'd also generate a bunch of accessed nones in your log.
3. what class did you put that code in? what is it a subclass of? I doubt this matters, I'm just curious.
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
It's subclass is ScriptedPawn. and the code is the queen's. Plus alot of modifications including this one, but this one won't wokr out for me. And at a pawn the Role is automaticly set at Role_Simulated proxy, or do you mean in script?
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Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Pawn with random skins bonded to Timer
ReplicationInfo, Owner., and simulated function not needed:
Code: Select all
class MyPawn expands ScriptedPawn;
var float Count;
var() texture randskins[2];
function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2)
{
skin=randskins[rand(2)];
Count=0.0;
}
}
Last edited by Age on Sat May 31, 2008 7:52 am, edited 1 time in total.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
I tryd that code before Age, it didn't worked somehow.
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Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Pawn with random skins bonded to Timer
Forgotten multiskins:
Code: Select all
var float Count;
var() texture randskins[2];
function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2)
{
skin=randskins[rand(2)];
multiskins[0]=randskins[rand(2)];
multiskins[1]=randskins[rand(2)];
multiskins[2]=randskins[rand(2)];
multiskins[3]=randskins[rand(2)];
multiskins[4]=randskins[rand(2)];
multiskins[5]=randskins[rand(2)];
multiskins[6]=randskins[rand(2)];
multiskins[7]=randskins[rand(2)];
texture=randskins[rand(2)];
Count=0.0;
}
}
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Wow, AWESOME AGE! It works now, thanks alot! thank you all.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
now i got 1 more question, the queen has the ability to spawn baby's to, ive always used the giantgasbag script and it always worked for me till now. This is what i put in there:
Code: Select all
function SpawnBabyGoddess()
{
local BabyGoddess B;
local Vector projStart;
local Vector X;
local Vector Y;
local Vector Z;
B = spawn(class 'BabyGoddess' ,,'',projStart + (0.6 * CollisionRadius + class'BabyGoddess'.Default.CollisionRadius) * X);
PlaySound(sound'atracefire', SLOT_Interface);
if ( B != None )
{
B.ParentGoddess = self;
numChildren++;
}
}
Last edited by mentalhunter on Sat May 31, 2008 10:52 am, edited 1 time in total.
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Pravin
Re: Pawn with random skins bonded to Timer
... you're spawning it at ProjStart which wasn't even initialized to anything. Try setting ProjStart = Location before the spawn. Plus, X doesn't equal anything. You should also call GetAxes( Rotation, X,Y,Z ); and change the 0.6 to 1.2. What all of this will do is 1) start at the queen's location, 2) pick a vector placed about 1.2 times the queen's collision out from it, and 3) choose this vector such that it's where the queen is currently "looking." You also might consider making the second spawn parameter Self so that the queen is the owner of the child (just a thought, dunno if that would have any effect).
btw, that above code with tick is going to execute only on the server and.. change skins around every frame? lol.. might want to simulate that otherwise bandwidth usage might skyrocket.
btw, that above code with tick is going to execute only on the server and.. change skins around every frame? lol.. might want to simulate that otherwise bandwidth usage might skyrocket.
Last edited by Pravin on Sat May 31, 2008 6:14 pm, edited 1 time in total.
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mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: Pawn with random skins bonded to Timer
Lol, thanks Pcube. Omg, i can barrerly believe i was so dumb to locate the Projstart and add GetAxes. It works now, thanks Pcube.