Standard UDamage and Nali Weapons 3
Posted: Sat Aug 26, 2017 7:06 pm
Today I have a special problem...
Nali Weapons 3 has its own UDamage class, but there are some reasons why I use the MH2UDamage class (extends Botpack.UDamage) instead because I can integrate it better into the Monster Hunt mod.
With standard weapons I have no graphical issues but with Nali Weapons 3 I have two problems:
1. When activating UDamage ONLY the weapon shows the render effect of UDamage, NOT the hand/fingers of the player. That would not be a problem in general, but it looks not good because the fingers should be placed behind the weapon but they are not. So the complete players hand is shown in front of the red rendered weapon. (see both pictures)
Btw. with standard weapons the hand is red rendered too, so then it works fine...
2. When UDamage ends and the render effect of it is no longer shown in 1st person view, other players still see the weapons red rendered of their teammates. So a player could think the teammates have still UDamage active but not the player himself.
I thought it would be a good idea to integrate the NWCoreVIII class into the Monter Hunt mod so I can better access this Nali Weapons class, but when compiling the source code of it with the GOTY version 4.36 I get this compile error:
And this is the function of class NWCoreVIII where the error happens:
Perhaps there is a better way to fix the UDamage thing?
Nali Weapons 3 has its own UDamage class, but there are some reasons why I use the MH2UDamage class (extends Botpack.UDamage) instead because I can integrate it better into the Monster Hunt mod.
With standard weapons I have no graphical issues but with Nali Weapons 3 I have two problems:
1. When activating UDamage ONLY the weapon shows the render effect of UDamage, NOT the hand/fingers of the player. That would not be a problem in general, but it looks not good because the fingers should be placed behind the weapon but they are not. So the complete players hand is shown in front of the red rendered weapon. (see both pictures)
Btw. with standard weapons the hand is red rendered too, so then it works fine...
2. When UDamage ends and the render effect of it is no longer shown in 1st person view, other players still see the weapons red rendered of their teammates. So a player could think the teammates have still UDamage active but not the player himself.
I thought it would be a good idea to integrate the NWCoreVIII class into the Monter Hunt mod so I can better access this Nali Weapons class, but when compiling the source code of it with the GOTY version 4.36 I get this compile error:
Code: Select all
C:\UnrealTournament\NWCoreVIII\Classes\NaliProjectile.uc(341) : Error, Can't assign Const variables
Failed due to errors.
History: CompileError <- TryCompile <- FScriptCompiler::CompileScript <- (Class NWCoreVIII.NaliProjectile, Pass 1, Line 341) <- CompileScripts <- CompileScripts <- CompileScripts <- CompileScripts <- DoScripts <- UEditorEngine::MakeScripts <- UMakeCommandlet::Main
Exiting due to error
Code: Select all
simulated function SetWallDecal( vector HitNormal, actor Wall)
{
local Decal d;
local bool bFog;
if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer))
{
bFog = Region.Zone.bFogZone;
if (bFog)
// COMPILE ERROR :
Region.Zone.bFogZone = False;
d = Spawn(ExplosionDecal,self,,Location, rotator(HitNormal));
if (bDirDecal && DirectionalBlast(d) != None)
DirectionalBlast(d).DirectionalAttach( initialDir, HitNormal);
if (!bNetTemporary && Level.NetMode != NM_StandAlone)
ExplosionDecal = None;
Region.Zone.bFogZone = bFog;
}
}