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Emitter Effects for RPGWeapons  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods
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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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I've been working on some new RPGWeapon modifiers, and I'm kind of at the point where I'd like to do something a little different for a weapon, rather than merely slapping a new shader on top of it. So I figured adding an emitter to a player/weapon while a weapon is held would be another way to visually differentiate magic weapon types.

My question is, what's the best way to go about doing this? I think it would be fairly straightforward to attach an emitter in WeaponTick, but it looks like I'd be relying on the emitter timing out and destroying itself when the player changes weapons. OwnerEvent looks like a more promising option as it looks like I could set the emitter at 'ChangedWeapon' && Instigator.Weapon == self, and remove it when Instigator.Weapon != self.

BringUp & PutDown seem like other obvious choices, but last time I tried overriding PutDown in a magic weapon modifier it resulted in a weapon that could not be put down at all, even though the changes were trivial and I was calling Super.PutDown(). So I'm wary of using these two.
{TARD}-GAFFA


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Joined: 05/18/2007 02:04:18
Messages: 26
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i would'nt bother if i was you, because at least 70% of players play without the weapons shown. The rest would just get annoyed with the emitter on there screen


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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Too late, already did it.

I'd disagree with the assessment about how many players play with weapons hidden (it is definitely a minority), in the context of this post I was more concerned about third-person, rather than first-person effects.
 
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