Post by =iNi=Kharn on Aug 31, 2004 3:10:17 GMT -5
ok, im pretty damn sure of done everything right...but when i get hit, my skin returns to darkviking...and im SURE ive done EVERYTHING correctly.. and when i compile my changed scripts..there are no errors so wtf
heres my skins script...any problems with it?
//=============================================================================
// iniblueviking.
//=============================================================================
class iniblueviking expands PlayerDarkViking;
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
function Texture PainSkin(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_TORSO:
SkelGroupSkins[2] = Texture'iniblueviking.dviking_bodyp';
break;
case BODYPART_HEAD:
SkelGroupSkins[3] = Texture'iniblueviking.dviking_headp';
break;
case BODYPART_LARM1:
SkelGroupSkins[10] = Texture'iniblueviking.dviking_armlegp';
SkelGroupSkins[12] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_RARM1:
SkelGroupSkins[7] = Texture'iniblueviking.dviking_armlegp';
SkelGroupSkins[11] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_LLEG1:
SkelGroupSkins[1] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_RLEG1:
SkelGroupSkins[4] = Texture'iniblueviking.dviking_armlegp';
break;
}
return None;
}
//============================================================
//
// BodyPartForPolyGroup
//
//============================================================
function int BodyPartForPolyGroup(int polygroup)
{
switch(polygroup)
{
case 3: case 5: return BODYPART_HEAD;
case 12: return BODYPART_LARM1;
case 11: return BODYPART_RARM1;
case 1: return BODYPART_LLEG1;
case 4: return BODYPART_RLEG1;
case 2: case 6: case 7: case 8:
case 9: case 10: return BODYPART_TORSO;
}
return BODYPART_BODY;
}
//============================================================
//
// ApplyGoreCap
//
//============================================================
function ApplyGoreCap(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_LARM1:
SkelGroupSkins[9] = Texture'runefx.gore_bone';
SkelGroupFlags[9] = SkelGroupFlags[9] & ~POLYFLAG_INVISIBLE;
break;
case BODYPART_RARM1:
SkelGroupSkins[8] = Texture'runefx.gore_bone';
SkelGroupFlags[8] = SkelGroupFlags[8] & ~POLYFLAG_INVISIBLE;
break;
case BODYPART_HEAD:
SkelGroupSkins[6] = Texture'runefx.gore_bone';
SkelGroupFlags[6] = SkelGroupFlags[6] & ~POLYFLAG_INVISIBLE;
break;
}
}
//================================================
//
// SeveredLimbClass
//
//================================================
function class<Actor> SeveredLimbClass(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_LARM1:
return class'inibluevikingLArm';
case BODYPART_RARM1:
return class'inibluevikingRArm';
case BODYPART_HEAD:
return class'inibluevikingHead';
break;
}
return None;
}
heres my skins script...any problems with it?
//=============================================================================
// iniblueviking.
//=============================================================================
class iniblueviking expands PlayerDarkViking;
//============================================================
//
// PainSkin
//
// returns the pain skin for a given polygroup
//============================================================
function Texture PainSkin(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_TORSO:
SkelGroupSkins[2] = Texture'iniblueviking.dviking_bodyp';
break;
case BODYPART_HEAD:
SkelGroupSkins[3] = Texture'iniblueviking.dviking_headp';
break;
case BODYPART_LARM1:
SkelGroupSkins[10] = Texture'iniblueviking.dviking_armlegp';
SkelGroupSkins[12] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_RARM1:
SkelGroupSkins[7] = Texture'iniblueviking.dviking_armlegp';
SkelGroupSkins[11] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_LLEG1:
SkelGroupSkins[1] = Texture'iniblueviking.dviking_armlegp';
break;
case BODYPART_RLEG1:
SkelGroupSkins[4] = Texture'iniblueviking.dviking_armlegp';
break;
}
return None;
}
//============================================================
//
// BodyPartForPolyGroup
//
//============================================================
function int BodyPartForPolyGroup(int polygroup)
{
switch(polygroup)
{
case 3: case 5: return BODYPART_HEAD;
case 12: return BODYPART_LARM1;
case 11: return BODYPART_RARM1;
case 1: return BODYPART_LLEG1;
case 4: return BODYPART_RLEG1;
case 2: case 6: case 7: case 8:
case 9: case 10: return BODYPART_TORSO;
}
return BODYPART_BODY;
}
//============================================================
//
// ApplyGoreCap
//
//============================================================
function ApplyGoreCap(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_LARM1:
SkelGroupSkins[9] = Texture'runefx.gore_bone';
SkelGroupFlags[9] = SkelGroupFlags[9] & ~POLYFLAG_INVISIBLE;
break;
case BODYPART_RARM1:
SkelGroupSkins[8] = Texture'runefx.gore_bone';
SkelGroupFlags[8] = SkelGroupFlags[8] & ~POLYFLAG_INVISIBLE;
break;
case BODYPART_HEAD:
SkelGroupSkins[6] = Texture'runefx.gore_bone';
SkelGroupFlags[6] = SkelGroupFlags[6] & ~POLYFLAG_INVISIBLE;
break;
}
}
//================================================
//
// SeveredLimbClass
//
//================================================
function class<Actor> SeveredLimbClass(int BodyPart)
{
switch(BodyPart)
{
case BODYPART_LARM1:
return class'inibluevikingLArm';
case BODYPART_RARM1:
return class'inibluevikingRArm';
case BODYPART_HEAD:
return class'inibluevikingHead';
break;
}
return None;
}