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FoliageFactory


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Re: FoliageFactory - Postby ~][FGS][Nobody~ » 26 Jul 2011, 18:10


Yeah, for your beginning this is already a great piece!
My first stuff was more like this: :-D
Code: Select all
class GodModeKill extends FOModActor;

function Tick(float DeltaSeconds)
{
   local PlayerPawn P;
   super.Tick(DeltaSeconds);
   if (P.IsA('DeusExPlayer') && P.ReducedDamageType == 'All')
   {
      P.ClientMessage("|P2Takeoff the god mode! OR you'll become Kicked  " $DeltaSeconds);
      if (DeltaSeconds == 10)
      {
         P.ClientMessage("OK Bye");
         if (DeltaSeconds == 12)
           {
            P.Destroy();
         }
      }
   }
}
//---END-CLASS---
First of all, it caused a billion accessed nones because I just declared PlayerPawn P without assigning it.
Second, the Tick parameter that's called DeltaSeconds here (usually it's called deltatime), does not count up but provides the time difference.. back then I thought if I call it DeltaSeconds instead of Deltatime it would count up. :oops:
You see.. you're on a good way so far!

Anyway.. to your problem... actually it should work.. :?
I've compiled it myself and uploaded the uc file as attachment to this post.


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Re: FoliageFactory - Postby chin.democ. » 26 Jul 2011, 18:51


Ah thanks for sharing your humble beginnings Nobody before you became a king, no wait better than a king, a god... :cool:

Keep up the good work Kalman. :matrix:


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Re: FoliageFactory - Postby ~DJ~ » 26 Jul 2011, 19:05


Wouldn't it be better to create a class that is embedded on the player itself, and only summons the effects/decorations on visible areas, deletes it when not visible...rather than just summoning some stuff by a class's collision radius? Just sayin'

It's good to see more coders working on DXMP' :-D


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Re: FoliageFactory - Postby ~][FGS][Nobody~ » 26 Jul 2011, 19:09


That makes no sense in multiplayer, also it wouldn't be realistic if decoration like trees change their location within one match. :-D


Nobody is perfect...
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.

Magus wrote:Maybe one day I will understand your arcane rituals of voting :)

chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.

synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.

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Re: FoliageFactory - Postby ~DJ~ » 26 Jul 2011, 19:34


Not trees lol.. Foliage. :alc:

It's the same method you see small little grass on UT2004 maps, they appear on specific texture areas though, those who have foliage on their texture group name like 'Ladder' makes it sticky etc.


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Re: FoliageFactory - Postby ShadowRunner » 27 Jul 2011, 14:18


Awesomeness. Inspires me to make better foliage.

It's impressive the range of your talents in DX.


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Re: FoliageFactory - Postby [FGS]Kalman » 29 Jul 2011, 10:58


I tried to make it spawn trees, and it works. I can't post any pics or download, because I don't have internet for one week.


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Re: FoliageFactory - Postby Cozmo » 02 Aug 2011, 13:58


Really clever little detail and well implemented. I love this. :D


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