yes, Damage method has to be changed, by something like:
if (UTPawn(instigatedBy.Pawn)) != none) { Damage = OriginalDamage * (1 + UTPawn(instigatedBy.Pawn).ShieldBeltArmor / 100); }
Edited by xiongmao, 24 April 2008 - 12:19 PM.
Posted 24 April 2008 - 12:32 PM
Edited by ambershee, 24 April 2008 - 12:33 PM.
Posted 24 April 2008 - 12:39 PM
Posted 24 April 2008 - 12:45 PM
native final iterator function AllPawns ( class<Pawn> BaseClass, out Pawn P, optional vector TestLocation, optional float TestRadius )
returns all Pawns in the PawnList that are of the specified class or a subclass
@note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available)
@param BaseClass the base class of Pawn to return
@param (out) P the returned Pawn for each iteration
@param (optional) TestLocation is the world location used if TestRadius > 0
@param (optional) TestRadius is the radius checked against using TestLocation, skipping any pawns not within that value
foreach WorldInfo.AllPawns(class'UTPawn', out Pawn P)
Posted 24 April 2008 - 12:51 PM
foreach WorldInfo.AllPawns(class'UTPawn', out Pawn P) { if (P = PawnIWant) { DoSomethingTo(P); } }
Posted 24 April 2008 - 12:55 PM
function Tick(float Delta) { foreach WorldInfo.AllPawns(class'UTPawn',out Pawn P) { if (P != none) { RegenCount += Delta; LastHealth = UTPawn(P).Health; LastShield = UTPawn(P).ShieldBeltArmor; if (RegenCount > 3) { Regenerate(P); } } } }
Edited by jaguar, 24 April 2008 - 01:00 PM.
Posted 24 April 2008 - 01:25 PM
function Tick(float Delta) { Local UTPawn P; foreach WorldInfo.AllPawns(class'UTPawn', P) { if (P != none) { RegenCount += Delta; LastHealth = UTPawn(P).Health; LastShield = UTPawn(P).ShieldBeltArmor; if (RegenCount > 3) { Regenerate(P); } } } }
Posted 24 April 2008 - 01:36 PM
Posted 24 April 2008 - 09:16 PM
Edited by jaguar, 24 April 2008 - 09:36 PM.
Posted 25 April 2008 - 06:52 AM
Posted 25 April 2008 - 12:57 PM
Edited by jaguar, 25 April 2008 - 01:43 PM.
Posted 26 April 2008 - 09:44 PM
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