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if (DamageType.name == 'FireKill')
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if (DamageType.name == 'FireKill')
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ClassProperty UnrealGame.VehicleDamageType.VehicleClass: unresolved reference to 'Class'MinotaurClassic.Minotaur''
That works in some places. I think the best example is all of the emitters that are setup as inline object blocks in default properties.pooty wrote: ↑Sun Oct 03, 2021 10:24 am Sounds good.
And I think that if you do Class'PackageName.ClassName' in the code the compiler will look specifically for that package, not just the class:Even though there's a Minotaur class defined elsewhere....which makes sense, at compile time there's no "engine", so no ClassTree so it either looks in the current package (this), or without a Package, looks in the UT system dir, but with a specific package looks for that specific package name to load it.Code: Select all
ClassProperty UnrealGame.VehicleDamageType.VehicleClass: unresolved reference to 'Class'MinotaurClassic.Minotaur''
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defaultproperties
{
Begin Object Class=SpriteEmitter Name=SpriteEmitter6
...
Emitters(0)=SpriteEmitter'CSBadgerFix.ONSBadgerFireEffect.SpriteEmitter6'
}
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class MyBadger extends Badger;
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class MyBadger extends CSBadgerFix.Badger;
Yep. If it ain't broke don't fix it.I would be at it all weekend. I'm going to leave the packages unless it's really an issue, but I'll keep the unique classname thing in mind going forward when making mods.
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function TakeDamage(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
{
if (DamageType == class'DamTypeBioGlob')
Damage *= 3.0;
if (DamageType == class'DamTypeHoverBikePlasma')
Damage *= 0.70;
if (DamageType == class'DamTypeONSCicadaRocket')
Damage *= 0.70;
if (DamageType.name == 'AuroraLaser' || DamageType.name == 'WaspFlak')
Damage *= 0.70;
if (DamageType == class'DamTypeShockBeam')
Damage *= 0.75;
if (DamageType.name == 'DamTypeMinotaurClassicTurret')
Damage *= 0.50;
if (DamageType.name == 'DamTypeMinotaurClassicSecondaryTurret')
Damage *= 0.50;
if (DamageType.name == 'OmnitaurTurretkill')
Damage *= 0.50;
if (DamageType.name == 'OmnitaurSecondaryTurretKill')
Damage *= 0.50;
if (DamageType.name == 'MinotaurTurretkill')
Damage *= 0.50;
if (DamageType.name == 'MinotaurSecondaryTurretKill')
Damage *= 0.50;
if (DamageType.name == 'FireKill')
Damage *= 0.10;
if (DamageType.name == 'FlameKill')
Damage *= 0.25;
if (DamageType.name == 'Burned')
Damage *= 0.15;
if (DamageType.name == 'DamTypeFirebugFlame')
Damage *= 0.50;
if (DamageType.name == 'FireBall')
Damage *= 0.15;
if (DamageType.name == 'FlameKillRaptor')
Damage *= 0.10;
if (DamageType.name == 'HeatRay')
Damage *= 0.10;
if (DamageType.name == 'DamTypeDracoFlamethrower')
Damage *= 0.30;
if (DamageType.name == 'DamTypeDracoNapalmRocket')
Damage *= 0.20;
if (DamageType.name == 'DamTypeDracoNapalmGlob')
Damage *= 0.20;
//Momentum *= 0.00;
Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType);
ReduceShake();
}
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/* This is a alias for the FireTank since myLevel.FireTank and FireVehiclesV2Omni.FireTank conflict in the editor so this is exactly the same vehicle just
a different class name, but saves me from having re-edit existing maps */
class FireTankV2Omni extends FireTank
placeable;