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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/10/2006 16:25:06
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
Messages: 350
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Whatever, we're getting off-topic.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/10/2006 19:04:07
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Continuum
Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Update
Ability-- working (needs some cleaning of code)
Artifact -- working
Weapon -- xEmitter works but gun goes invisible... not sure why yet
Hoping to finish this on the weekend but the disapearing gun kinda baffles me at the moment.
Code and Docs
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/10/2006 20:32:54
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
Messages: 350
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Something that comes to mind when you say the gun's invisible while the emitter's going. First of all, take away just the emitter, and see if the weapon is still invisible. If not, it reminds me of how a low-grade program called Game Maker handled graphics. If you created an object without a custom 'Draw' event, which handled all of its graphics, it would simply show its image, and animate it if it had multiple frames. However, if you put in a custom Draw event, the default graphics settings were cleared, and you had to start from scratch. So in comparison, if you only put the command to make a particle emitter in the Draw event, the original image would not show up.
It probably isn't the case, but that comes to mind.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/10/2006 20:34:20
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v0rTeX
Wicked Sick!
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Joined: 12/19/2004 20:59:52
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Szlat wrote:
I thought the initial suggestion was for medic weapons to have a distinctive colour so they could be easily identified?
There's always Hunter Orange......
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/11/2006 21:29:04
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Continuum
Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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v0rTeX wrote:
There's always Hunter Orange......
nooooo.... More weapons than "contrastable" colors.
Anyway I fixed the invisible gun problem, no biggie just had to go back and found I needed a call to the superclass in AttatchToPawn()
also added the DetatchFromPawn() for removing the crosses when the weapon wasnt equipped.
I'm going to go ahead and upload this here
From what I can tell this should all be in working order so unless someone finds a bug I'll leave it for now.
Docs and Source Here
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