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| A simple fix to the MRL teamskin bug. https://www.runestorm.com/forums/viewtopic.php?f=95&t=77318 |
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| Author: | CMGuy [ Sat Jan 07, 2012 2:13 pm ] |
| Post subject: | A simple fix to the MRL teamskin bug. |
If you guys havent noticed, the as I posted in the Screenshot thread, the MRL has no teamskins for the hands. Oh and this also effects the SKAS and SRAC from the Recolors3 pack. ![]() So I went ahead and use a very simple workaround to that issue. Code: simulated function BringUp(optional Weapon PrevWeapon) { Super.BringUp(PrevWeapon); // class'bUtil'.static.InitMuzzleFlash(BladeGlow, class'DragonsToothBladeEffect', DrawScale, self, 'BladeBase'); // BladeGlow.SetRelativeRotation(rot(-1000,0,15550)); if ((Instigator.PlayerReplicationInfo != None) && (Instigator.PlayerReplicationInfo.Team != None) ) { if ( Instigator.PlayerReplicationInfo.Team.TeamIndex == 0 ) { Skins[0] = Shader'BallisticWeapons2.Hands.RedHand-Shiny'; } else if ( Instigator.PlayerReplicationInfo.Team.TeamIndex == 1 ) { Skins[0] = Shader'BallisticWeapons2.Hands.BlueHand-Shiny'; } } } Its basically the same code used for enabling different team skins for the weapons for UT2004. (examples would be the NanoBlade and Photon Cannon and Im pretty sure alot of other mods use this too) |
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| Author: | Captain Xavious [ Sat Jan 07, 2012 9:02 pm ] |
| Post subject: | Re: A simple fix to the MRL teamskin bug. |
Oh. Actually that code was probably unnecessary, as the code for the team colored hands is just in the default property and can be used for multiple material slots. |
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| Author: | CMGuy [ Sat Jan 07, 2012 9:45 pm ] |
| Post subject: | Re: A simple fix to the MRL teamskin bug. |
That doesn't really make sense IMO, the MRL still doesn't use the proper team-skins when I use the default code. Also The team-skins only seem to work with the Number 0 Material(when not counting the MRL). I can't seem to use it to change the skin of any material that has a numeral value that's not 0. |
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| Author: | Captain Xavious [ Sat Jan 07, 2012 10:20 pm ] |
| Post subject: | Re: A simple fix to the MRL teamskin bug. |
Whoa. Its not there. Sometimes, when I'm half asleep (or suddenly woke up from a deep sleep) I have a tendency to spout out code, which rather surprised me. I think maybe this is where I seen that value. Either that or it was on a specific weapon Sgt. Kelly coded. Or maybe its tied to its own number value? ex TeamSkins(0) Huh. That's weird though. I could have sworn there was like a MatIndex= at the end of that. EDIT: AHA! I AM NOT CRAZY! Code: TeamSkins(0)=(RedTex=Shader'BallisticWeapons2.Hands.RedHand-Shiny',BlueTex=Shader'BallisticWeapons2.Hands.BlueHand-Shiny',SkinNum=3)
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| Author: | Sgt. Kelly [ Sat Jan 07, 2012 10:22 pm ] |
| Post subject: | Re: A simple fix to the MRL teamskin bug. |
No, it's something you can easily set in the code. The R98 for example has two textures for the hands instead of one. Here's clarification for this: STANDARD: TeamSkins(0)=(RedTex=Shader'BallisticWeapons2.Hands.RedHand-Shiny',BlueTex=Shader'BallisticWeapons2.Hands.BlueHand-Shiny') CUSTOM: TeamSkins(0)=(RedTex=Shader'BallisticWeapons2.Hands.RedHand-Shiny',BlueTex=Shader'BallisticWeapons2.Hands.BlueHand-Shiny',SkinNum=2) TeamSkins(1)=(RedTex=Shader'BallisticWeapons2.Hands.RedHand-Shiny',BlueTex=Shader'BallisticWeapons2.Hands.BlueHand-Shiny',SkinNum=3) Looks like the SKAS/SRAC was on custom instead of standard. Fixed. Thanks for the spot. |
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| Author: | CMGuy [ Sat Jan 07, 2012 10:58 pm ] |
| Post subject: | Re: A simple fix to the MRL teamskin bug. |
Oh I see, so I guess its a little human error then. Thanks for clearing that up. |
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