So you want to make a shotgun?
By Postal
//
This is designed to be a simple method to make a shotgun, instead of
reading through the whole of Windex's irc log 3, but I do suggest that
you read through the whole log, it includes many things not in this
short tutorial. The log can be found at www.PlanetUnreal.com/WoD
//
Tutorial based on an irc chat lesson by Windex. Also thanks to the
myriads of people in that chat, who talked so much that I could not edit
it all out, and had to rewrite the whole thing.
//
You ready to make a weapon of destruction?
We are going to make a shotgun capable of loading up multiple shells
with alt fire, sort of like how you can load up multiple rockets in the
eightball, but not quite.
We could make a shotgun that shoots grenades in alt, or nuclear
missiles, or black holes, or what ever you can want, but not today.
Now this shot gun we are going to make in primary fires one shell just
like a normal shot gun, but with alt fire you can load up more shells to
fire in primary. So you hit alt fire once you now will shoot *two*
shells at once instead of just one. This will have a maximum of 4.
//Note: About 30 pages of how a real shotgun works in comparison to this
game one was edited out here, please send thanks in cash to Postal. :)
Ok Open up unrealed, henceforth refereed to as ued, you should have at
least UT version 436, but this should work with all UT versions, and if
not for a few of my changes, all the unreal versions. We will be use ued
2.0, which will deprive us of the old joys of ued 1.0 crashing and
losing lots of work.
Open the actor browser (view-actor class browser) open up inventory,
then weapon. Double click on flakcannon to open it, minimize the window
that opens up. Then double clicks on automag, and minimizes that same
window that popped back up.
Now click on the weapon class to highlight it the right click, click
new. Package is what the *.u file will be named, and name is what the
thing you are making is named. Type in MyMod for Package, and Shotgun
for name and hit ok. Maximize the window that pops up now. This is where
you will edit code.
On the left you will see a list of the classes you have open, there will
be automag, flakcannon, and shotgun, you can switch between them by
double clicking on those, now double click on flakcannon. Find function
fire can copy the whole thing in to you shotgun. Do the same with
function AltFire, and state normal fire, and function PlayPostSelect.
Now you can close the flak cannon class by double clicking on it and
hitting the little icon all the way on the left of that bar on top. Now
copy the ProcessTraceHit function out of the automag into you shotgun
and
the automag.
//Warning Boring Part
You probably wonder what all that stuff
is, even if you don't here what it does, function fire and alt fire |