Visit our Discord community hangout and have a real-time talk with the regulars, and keep track of UnrealSP.org developments.
Development on a new site is currently in-progress.
Until then, site contents are available on the Legacy site!
Additionally, newer content written by our staff is available in a temporary subforum.
We sincerely apologize for the delays in recreating the site.
Moderators: zYnthetic, ividyon, Semfry
Post Posted: 04 Nov 2017, 09:27
Post Posted: 04 Nov 2017, 09:31
Post Posted: 04 Nov 2017, 19:36
Post Posted: 04 Nov 2017, 20:53
Post Posted: 04 Nov 2017, 21:16
Post Posted: 05 Nov 2017, 15:14
Lightning Hunter wrote:I will definitely need someone to test RyS in 227 during the beta testing phase.
Post Posted: 11 Nov 2017, 21:09
Krull0r wrote:I had to change the line: Dest.Accept( Other, self); to Dest.Accept(Other);But it works exactly the way it should thank you!
Code: Select all
class ClassTeleporter expands Teleporter;var() class<Actor> ExactClasses[32];var() class<Actor> BaseClasses[32];var() name ExactClassNames[32];var() name BaseClassNames[32];simulated function Touch(Actor A){ if (bEnabled && CanTeleportActor(A)) super.Touch(A);}simulated function bool CanTeleportActor(Actor A){ local int i; if (!A.bCanTeleport) return false; for (i = 0; i < ArrayCount(ExactClasses) && ExactClasses[i] != none; ++i) if (A.Class == ExactClasses[i]) return true; for (i = 0; i < ArrayCount(BaseClasses) && BaseClasses[i] != none; ++i) if (ClassIsChildOf(A.Class, BaseClasses[i])) return true; for (i = 0; i < ArrayCount(ExactClassNames) && ExactClassNames[i] != ''; ++i) if (A.Class.Name == ExactClassNames[i]) return true; for (i = 0; i < ArrayCount(BaseClassNames) && BaseClassNames[i] != ''; ++i) if (A.IsA(BaseClassNames[i])) return true; return false;}
class ClassTeleporter expands Teleporter;var() array<class<Actor> > ExactClasses;var() array<class<Actor> > BaseClasses;var() array<name> ExactClassNames;var() array<name> BaseClassNames;function Touch(Actor A){ if (bEnabled && CanTeleportActor(A)) super.Touch(A);}function bool CanTeleportActor(Actor A){ local int i; if (!A.bCanTeleport) return false; for (i = 0; i < Array_Size(ExactClasses); ++i) if (ExactClasses[i] != none && A.Class == ExactClasses[i]) return true; for (i = 0; i < Array_Size(BaseClasses); ++i) if (BaseClasses[i] != none && ClassIsChildOf(A.Class, BaseClasses[i])) return true; for (i = 0; i < Array_Size(ExactClassNames); ++i) if (ExactClassNames[i] != '' && A.Class.Name == ExactClassNames[i]) return true; for (i = 0; i < Array_Size(BaseClassNames); ++i) if (BaseClassNames[i] != '' && A.IsA(BaseClassNames[i])) return true; return false;}
Lightning Hunter wrote:I thought all code that works in UT99 is also supposed to work in 227?
Post Posted: 12 Nov 2017, 06:54
Post Posted: 12 Nov 2017, 12:02
Post Posted: 12 Nov 2017, 19:34
Post Posted: 12 Nov 2017, 21:43
Masterkent wrote:Note that all suggested implementations only impose additional restrictions on the set of actors that can be teleported and do not allow teleportation of actors whose bCanTeleport is False. Making a well-working cross-platform implementation of a teleporter that would let you teleport something like projectiles, which cannot be teleported by plain teleporters, would be much more tricky.
Return to “Content Creation”
Users browsing this forum: No registered users and 7 guests