Legacy:Flagbasemutatorjrm

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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..

<uscript> //============================================================================= // 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

} </uscript>

flgred

One of the flagbase's (There are two, one for each team. )

<uscript>// Generated by MeshMaker (c) 2001 by Mychaeel <[email protected]>

class flgred extends Decoration;

// Include EditPackages=BotPack in UnrealTournament.ini

  1. exec mesh import mesh=flgred anivfile=Models\flgred_a.3d datafile=Models\flgred_d.3d x=0 y=0 z=0 mlod=0
  2. exec mesh origin mesh=flgred x=0 y=0 z=0
  3. exec mesh sequence mesh=flgred seq=All startframe=0 numframes=1
  1. exec meshmap new meshmap=flgred mesh=flgred
  2. 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

} </uscript>