Torchpits trigger?
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How do the torchpits work? I know they are ammo boxes, but what is the programming behind this? I need to have pickup-able weapons for a mod I am making, but I have no idea how to do so.
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How do the torchpits work? I know they are ammo boxes, but what is the programming behind this? I need to have pickup-able weapons for a mod I am making, but I have no idea how to do so.
You could try a trigger with a GiveInventory action in Kismet?
http://www.avld.org/pages/tuts/Actions/GiveInv.htm
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function bool UtilizeObject(AOCPawn User, bool bUseDrop, optional name BoneHit = 'none') { if (bCanBeUsed) { // give player some ammo if (AmmoBoxType == EAMMO_Ammo) User.ReplenishAmmo(); else if (User.PawnFamily.default.FamilyFaction == FactionRestrictTorch || FactionRestrictTorch == EFAC_ALL) User.GiveUserTorch(); bCanBeUsed = false; SetTimer(SecondsToReuse, false, 'AllowReuse'); } else { AOCGame(WorldInfo.Game).LocalizedPrivateMessage(PlayerController(User.Controller), 0, class'AOCSystemMessages'.static.CreateLocalizationdata("INVALIDDATA", string(int(GetTimerRate('AllowReuse') - GetTimerCount('AllowReuse'))), "")); } return false; }
From AOCAmmoBox.uc.
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Thanks for the replies, I appreciate it.