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Legacy:Flagbasemutatorjrm

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A Flagbase mutator that adds a mesh to show where the flag was.[edit]



SabbathCat : Note: This doesn't actually work, I'm still trying to figure out why.

FlagBaseJrM
The Flagbase thing itself..
[edit]
//=============================================================================
// FlagBaseJrM.
//=============================================================================
class FlagBaseJRM expands FlagBase;
 
var() byte Team;
var() Sound TakenSound;
 
function PostBeginPlay()
{
	local CTFFlag myFlag;
 
	Super.PostBeginPlay();
	LoopAnim('newflag');
	if ( !Level.Game.IsA('CTFGame') )
		return;
 
	bHidden = false;
	if ( Team == 0 )
	{
		Skin=texture'BotPack.Skins.RedSkin2';	
		myFlag = Spawn(class'RedFlag');
                Spawn(class'flagbasemutejrm.flgred',, '',);
	}
	else if ( Team == 1 )
		myFlag = Spawn(class'CTFFlag');
                Spawn(class'flagbasemutejrm.flgblu',, '',);
 
	myFlag.HomeBase = self;
	myFlag.Team = Team;
	CTFReplicationInfo(Level.Game.GameReplicationInfo).FlagList[Team] = myFlag;
}
 
function PlayAlarm()
{
	SetTimer(5.0, false);
	AmbientSound = TakenSound;
}
 
function Timer()
{
	AmbientSound = None;
}
 
defaultproperties
{
     TakenSound=Sound'Botpack.CTF.flagtaken'
     bStatic=False
     bNoDelete=True
     bAlwaysRelevant=True
     DrawType=DT_Mesh
     Skin=Texture'BotPack.Skins.BlueSkin2'
     Mesh=Mesh'flgred'
     DrawScale=1.300000
     SoundRadius=255
     SoundVolume=255
     CollisionRadius=60.000000
     CollisionHeight=60.000000
     bCollideActors=True
     NetUpdateFrequency=3.000000
}
flgred[edit]

One of the flagbase's (There are two, one for each team. )

// Generated by MeshMaker (c) 2001 by Mychaeel <mychaeel@planetunreal.com>
 
class flgred extends Decoration;
 
// Include EditPackages=BotPack in UnrealTournament.ini
 
#exec mesh import mesh=flgred anivfile=Models\flgred_a.3d datafile=Models\flgred_d.3d x=0 y=0 z=0 mlod=0
#exec mesh origin mesh=flgred x=0 y=0 z=0
#exec mesh sequence mesh=flgred seq=All startframe=0 numframes=1
 
#exec meshmap new meshmap=flgred mesh=flgred
#exec meshmap scale meshmap=flgred x=0.50000 y=0.50000 z=1.00000
 
defaultproperties
{
  DrawType=DT_Mesh
  Mesh=Mesh'flgred'
  bCollideWhenPlacing=False
  CollisionHeight=128.00000
  MultiSkins(0)=Texture'BotPack.Skins.jpillar'
  MultiSkins(1)=Texture'BotPack.Skins.RedSkin2'
  MultiSkins(2)=Texture'BotPack.Skins.jtubelight2'
  DrawScale=0.25000
  ScaleGlow=3.00000
}