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Post Posted: 28 Jun 2018, 09:20
Code: Select all
function ModifyThing( Actor A ){ if(A.Mesh != None) {//Brute if( A.Mesh == LodMesh'UnrealShare.Brute1' ) { if( A.Skin == None ) A.Skin = Texture'HDSkins2.HDJBrute1'; else if( A.Skin == Texture'Brute2' ) A.Skin = Texture'HDSkins2.HDBrute2'; else if( A.Skin == Texture'Brute3' ) A.Skin = Texture'HDSkins2.HDBrute3'; //Here is the random skin else if (rand(100) < 50 && Brute(A).Skin == None ) Brute(A).skin = Texture'AltSkinsHD.BruteAlt'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).Die=Sound'LimboRand.Hulk.BDieS'; Brute(A).Die2=Sound'LimboRand.Hulk.BDie2S'; Brute(A).Fear=Sound'LimboRand.Hulk.BFearS'; Brute(A).HitSound1=Sound'LimboRand.Hulk.BHitSound1S'; Brute(A).HitSound2=Sound'LimboRand.Hulk.BHitSound2S'; Brute(A).Roam=Sound'LimboRand.Hulk.BRoamS'; Brute(A).Threaten=Sound'LimboRand.Hulk.BThreatenS'; Brute(A).PistolWhip=Sound'LimboRand.Hulk.BPistolWhipS'; Brute(A).RangedProjectile=Class'RySDemons.LesserBCannon'; Brute(A).ProjectileSpeed=1300; } //end of random skin
Post Posted: 28 Jun 2018, 23:09
Lightning Hunter wrote:Any idea why?
Post Posted: 28 Jun 2018, 23:46
Masterkent wrote:Lightning Hunter wrote:Any idea why?Missing braces[your code formatting style with random indentation looks weird ]
//=============================================================================// HDSkinNotifyRand.//=============================================================================class HDSkinsNotifyRand expands SpawnNotify;var Actor PendingActors[64];var int PendingActorsCount;//============================================================simulated function PostBeginPlay(){ local Actor A; foreach AllActors( Class'Actor', A ) ModifyThing(A); Super.PostBeginPlay();}//============================================================event Actor SpawnNotification( actor A ){ ModifyThing(A); return A;}function Tick(float deltaTime){ local int i; local actor A; for(i=0;i<PendingActorsCount;i++) { A = PendingActors[i]; DelayedModifyThing(A); } PendingActorsCount = 0;}//============================================================function ModifyThing( Actor A ){ if(A.Mesh != None) {//.......................................Scripted Pawns.......................................//Brute if( A.Mesh == LodMesh'UnrealShare.Brute1' ) { if( A.Skin == None ) A.Skin = Texture'HDSkins2.HDJBrute1'; else if( A.Skin == Texture'Brute2' ) A.Skin = Texture'HDSkins2.HDBrute2'; else if( A.Skin == Texture'Brute3' ) A.Skin = Texture'HDSkins2.HDBrute3'; else if (rand(100) < 50 && Brute(A).Skin == None ) Brute(A).skin = Texture'AltSkinsHD.BruteAlt'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).Die=Sound'LimboRand.Hulk.BDieS'; Brute(A).Die2=Sound'LimboRand.Hulk.BDie2S'; Brute(A).Fear=Sound'LimboRand.Hulk.BFearS'; Brute(A).HitSound1=Sound'LimboRand.Hulk.BHitSound1S'; Brute(A).HitSound2=Sound'LimboRand.Hulk.BHitSound2S'; Brute(A).Roam=Sound'LimboRand.Hulk.BRoamS'; Brute(A).Threaten=Sound'LimboRand.Hulk.BThreatenS'; Brute(A).PistolWhip=Sound'LimboRand.Hulk.BPistolWhipS'; Brute(A).RangedProjectile=Class'RySDemons.LesserBCannon'; Brute(A).ProjectileSpeed=1300; }}}
Post Posted: 29 Jun 2018, 09:09
function ModifyThing( Actor A ){ if(A.Mesh != None) {//.......................................Scripted Pawns.......................................//Brute if( A.Mesh == LodMesh'UnrealShare.Brute1' ) { if( A.Skin == None ) A.Skin = Texture'HDSkins2.HDJBrute1'; else if( A.Skin == Texture'Brute2' ) A.Skin = Texture'HDSkins2.HDBrute2'; else if( A.Skin == Texture'Brute3' ) A.Skin = Texture'HDSkins2.HDBrute3'; else if (rand(100) < 50) { Brute(A).skin = Texture'AltSkinsHD.BruteAlt'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).Die=Sound'LimboRand.Hulk.BDieS'; Brute(A).Die2=Sound'LimboRand.Hulk.BDie2S'; Brute(A).Fear=Sound'LimboRand.Hulk.BFearS'; Brute(A).HitSound1=Sound'LimboRand.Hulk.BHitSound1S'; Brute(A).HitSound2=Sound'LimboRand.Hulk.BHitSound2S'; Brute(A).Roam=Sound'LimboRand.Hulk.BRoamS'; Brute(A).Threaten=Sound'LimboRand.Hulk.BThreatenS'; Brute(A).PistolWhip=Sound'LimboRand.Hulk.BPistolWhipS'; Brute(A).RangedProjectile=Class'RySDemons.LesserBCannon'; Brute(A).ProjectileSpeed=1300; } } }}
Post Posted: 29 Jun 2018, 15:09
Post Posted: 29 Jun 2018, 20:45
function ModifyThing( Actor A ){ if(A.Mesh != None) {//Brute if( A.Mesh == LodMesh'UnrealShare.Brute1' ) { if (rand(100) < 50 && A.Skin == None ) { A.skin = Texture'AltSkinsHD.BruteAlt'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).acquire=Sound'LimboRand.Hulk.BAcquireS'; Brute(A).Die=Sound'LimboRand.Hulk.BDieS'; Brute(A).Die2=Sound'LimboRand.Hulk.BDie2S'; Brute(A).Fear=Sound'LimboRand.Hulk.BFearS'; Brute(A).HitSound1=Sound'LimboRand.Hulk.BHitSound1S'; Brute(A).HitSound2=Sound'LimboRand.Hulk.BHitSound2S'; Brute(A).Roam=Sound'LimboRand.Hulk.BRoamS'; Brute(A).Threaten=Sound'LimboRand.Hulk.BThreatenS'; Brute(A).PistolWhip=Sound'LimboRand.Hulk.BPistolWhipS'; Brute(A).RangedProjectile=Class'RySDemons.LesserBCannon'; Brute(A).ProjectileSpeed=1300;} if( A.Skin == None ) A.Skin = Texture'HDSkins2.HDJBrute1'; else if( A.Skin == Texture'Brute2' ) A.Skin = Texture'HDSkins2.HDBrute2'; else if( A.Skin == Texture'Brute3' ) A.Skin = Texture'HDSkins2.HDBrute3';}}}
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