Torchpits trigger?



  • 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.



  • @Lio2102:

    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



  • 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.



  • Thanks for the replies, I appreciate it.


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