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ParseKillMessage
Posted: Tue Sep 14, 2010 7:08 pm
by Age
Gameinfo.uc
change
Code: Select all
native function string ParseKillMessage( string KillerName, string VictimName, string WeaponName, string DeathMessage );
to
Code: Select all
static native function string ParseKillMessage( string KillerName, string VictimName, string WeaponName, string DeathMessage );
like in UT.
Also i know that i can easily hack this function but still..
Re: ParseKillMessage
Posted: Tue Sep 14, 2010 10:39 pm
by []KAOS[]Casey
What? Why? I don't really see the point, what will this accomplish for you?
Re: ParseKillMessage
Posted: Tue Sep 14, 2010 10:42 pm
by Pravin
Age of Dumbpires 1 wants it to be static so he can call it without a class instance. Most likely he wants to call it on the client, as there is never a gameinfo instance client-side (unless you make the gameinfo have a non "none" role, but most of the time this isn't the case). Why anyone would want to call it on the client is beyond me.
Re: ParseKillMessage
Posted: Wed Sep 15, 2010 6:17 am
by .:..:
I actually needed that for my Botpack conversion, but I just used ReplaceStr:
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return ReplaceStr(ReplaceStr(ReplaceStr(Class(OptionalObject).Default.DeathMessage,"%o",RelatedPRI_2.PlayerName),"%k",RelatedPRI_1.PlayerName),"%w",Class(OptionalObject).Default.ItemName);
Re: ParseKillMessage
Posted: Thu Sep 16, 2010 11:40 am
by Age
I actually needed that for my Botpack conversion, but I just used ReplaceStr:
Code: Select all
return ReplaceStr(ReplaceStr(ReplaceStr(Class(OptionalObject).Default.DeathMessage,"%o",RelatedPRI_2.PlayerName),"%k",RelatedPRI_1.PlayerName),"%w",Class(OptionalObject).Default.ItemName);
I had exactly same problem you had.
Thank you this fixed it.