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Flagbasemutatorjrm

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



SabbathCat : Note: This doesn't actually work, I'm still trying to figure out why.
=====FlagBaseJrM
The Flagbase thing itself..
//=============================================================================
// 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

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
}

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