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Post by neosark on May 30, 2004 16:32:08 GMT -5
ok, so im making a mutator to have glowing eyes...but the eyes wont attach to the right joint, anyone that knows Uscript i could use some help. heres a bit of the code...
======================================= var actor testeye;
function Mutate(string MutateString, PlayerPawn Sender) {
if(mutatestring ~= "on") {
testeye = Spawn(Class'ZombieEye'); if(testeye != None)
{ Sender.AttachActorToJoint(testeye, JointNamed('Head')); testeye.bHidden = False;
=======================================
any ideas anyone?
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Post by SaintArtist on May 30, 2004 17:53:19 GMT -5
where do they attach? just like somewhere else on the face... say inbetween the mouth and the eyes?
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Post by '¿!N!¿'Lepro$Y on May 30, 2004 19:14:33 GMT -5
Heya Neo,
Is the code for your testeye anything like the sarkeye code below, coz it should be. you need to attach individual eyes the sarkeye then attach the sarkeye to RunePlayer's head.
Your code looks mostly right, cept maybe the {'s need to be arranged different and I think it needs to be == none, not != none. I put an example below
hope dis helps mate
catchya l8r
LeP
class SarkEye extends Effects abstract; var class<Actor> EyeFlame; function PostBeginPlay() { local actor flame; // Right Eye Flame flame = Spawn(EyeFlame, self); AttachActorToJoint(flame, JointNamed('R_Eye')); // Left Eye Flame flame = Spawn(EyeFlame, self); AttachActorToJoint(flame, JointNamed('L_Eye')); Super.PostBeginPlay(); } defaultproperties { EyeFlame=Class'RuneI.SarkEyeFlame' bNetTemporary=False DrawType=DT_SkeletalMesh }
===========================================
var actor testeye; function Mutate(string MutateString, PlayerPawn Sender) { if(mutatestring ~= "on" && testeye == none) { testeye = Spawn(Class'ZombieEye'); Sender.AttachActorToJoint(testeye, JointNamed('Head')); testeye.bHidden = False; }
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Post by neosark on May 30, 2004 19:24:02 GMT -5
well what happens is it does actually attach, but it attaches itself to the base joint at the ...uhhh... "pelvic area" ...it was quite shocking the first test run lol
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Post by SaintArtist on May 31, 2004 17:30:42 GMT -5
oh, well if its the pelvic region then its simple
var actor testicles;
function Mutate(string MutateString, PlayerPawn Sender) {
if(mutatestring ~= "on") {
testeye = Spawn(Class'Zombienards'); if(testeye != None)
{
Sender.AttachActorToJoint(testices, JointNamed('Head')); testeye.bHidden = False;
just look at your coding, its bound to go there when its written like that
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Post by '¿!N!¿'Lepro$Y on May 31, 2004 18:40:01 GMT -5
LOL, Great idea for a glowing testicle mutator saint  I think I sussed the prob Neo You need to put Sender in front of JointNamed maybe var actor testeye; function Mutate(string MutateString, PlayerPawn Sender) { if(mutatestring ~= "on" && testeye == none) { testeye = Spawn(Class'ZombieEye'); Sender.AttachActorToJoint(testeye, Sender.JointNamed('Head')); testeye.bHidden = False; } try that cobber
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