auto state Pickup
{
ignores AnimEnd;
event BeginState()
{
MultiSkins[1]=Texture'Ammoled';
MultiSkins[2]=None;
}
event EndState()
{
MultiSkins[1]=None;
MultiSkins[2]=Texture'Ammoled';
}
// Landed on ground.
simulated function Landed(Vector HitNormal)
{
local rotator newRot;
newRot = Rotation;
newRot.pitch = 0;
SetRotation(newRot);
if ( Role == ROLE_Authority )
{
bSimFall = false;
SetTimer(2.0, false);
}
}
}
I used above codes for my Weapon. The weapon looks beautiful with new texture in Pickup View Mesh and 1st Person Mesh but when I see myself in 3rd View with that weapon the MiniPulse looks in default Weapon Textures. So this my Problem.
What I did in the past to solve that was to have the normal multiskins to be the pickup and 3rd view skins, and a custom array of first person multiskins, along this:
That means that you have 2 declarations of SetHand, and you can only have one.
In the code I put above, there's a SetHand already, and probably in your own code there was another before you copy & pasted it.
Just look at mine and then at yours, and merge them up as you find proper in your code.
simulated function SetPickupSkins()
{
local byte i;
for (i = 0; i < ArrayCount(MultiSkins); i++)
MultiSkins[i] = default.MultiSkins[i];
}
simulated function SetFirstPersonViewSkins()
{
local byte i;
if (Owner == None)
SetPickupSkins();
for (i = 0; i < ArrayCount(MultiSkins); i++)
MultiSkins[i] = MultiSkinsFirstPerson[i];
}
Where do I put the Actual Texture??
In simulated function SetPickupSkins()
{
local byte i;
for (i = 0; i < ArrayCount(MultiSkins); i++)
MultiSkins = default.MultiSkins;
}
OR HERE!
simulated function SetFirstPersonViewSkins()
{
local byte i;
if (Owner == None)
SetPickupSkins();
for (i = 0; i < ArrayCount(MultiSkins); i++)
MultiSkins = MultiSkinsFirstPerson;
}
I used this script once...can't remember accurately but i think you must put textures you want to use into MultiSkinsFirstPerson
If under "Actual Texture" you mean CUSTOM, not DEFAULT skins
In the default properties (defaultproperties block) you assign the first person view version of your custom skins to MultiSkinsFirstPerson, while your custom pickup and 3rd weapon view ones (which should be the same) go to be the MultiSkins themselves.