Search found 52 matches

by Allan
Sun Feb 20, 2011 1:10 pm
Forum: DXEditing
Topic: Class: WeaponAssaultGun - Damn Burst Fire!
Replies: 7
Views: 6451

Re: Class: WeaponAssaultGun - Damn Burst Fire!

Code: Select all

bAutomatic && (Owner.IsA('ScriptedPawn') || (Owner.IsA('PlayerPawn') && Pawn(Owner).bFire != 0))
can be broken into human readable form as:

"Are we an automatic weapon, and either:
- The person who owns us is an NPC, or
- The person who owns us is a player, who is holding down the fire button."
by Allan
Sat Feb 12, 2011 4:45 pm
Forum: DXEditing
Topic: Class: WeaponAssaultGun - Damn Burst Fire!
Replies: 7
Views: 6451

Re: Class: WeaponAssaultGun - Damn Burst Fire!

simulated function PlaySelectiveFiring() { local Pawn aPawn; local float rnd; local Name anim; local float mod; anim = 'Shoot'; if (bHandToHand) { rnd = FRand(); if (rnd < 0.33) anim = 'Attack'; else if (rnd < 0.66) anim = 'Attack2'; else anim = 'Attack3'; } if (( Level.NetMode == NM_Standalone ) |...
by Allan
Mon Dec 20, 2010 6:51 pm
Forum: DXEditing
Topic: How to create a custom main menu?
Replies: 5
Views: 5420

Re: How to create a custom main menu?

It's not for release any time soon I'm afraid - it's the custom player class for DXSM, hence the SM. :P
by Allan
Mon Dec 20, 2010 12:29 am
Forum: DXEditing
Topic: How to create a custom main menu?
Replies: 5
Views: 5420

Re: How to create a custom main menu?

You'd need to also create a custom playerclass, and over-write... *checks SMPlayer.uc* ...ShowMainMenu() exec function ShowMainMenu() { local DeusExRootWindow root; local DeusExLevelInfo info; local MissionEndgame Script; if (bIgnoreNextShowMenu) { bIgnoreNextShowMenu = False; return; info = GetLeve...
by Allan
Thu Dec 16, 2010 2:36 pm
Forum: DXEditing
Topic: Want to work in a team with Eidos?
Replies: 16
Views: 11754

Re: Want to work in a team with Eidos?

[FGS]Shadowrunner wrote:I'm calling my next DX mod something like COD: MW3, should get a few more hits even...
Ba-hahahaha, genius! [-X =D>
by Allan
Thu Dec 09, 2010 3:18 am
Forum: Off Topic
Topic: What are you playing?
Replies: 8068
Views: 2100977

Re: What are you playing?

Beat Hazard.
...just ~20 more rank ups (100,000,000 points) and I'm in the top 100 lifetime scores in the world! :D
by Allan
Thu Dec 09, 2010 3:09 am
Forum: Off Topic
Topic: Happy Bithday nerdenstein.
Replies: 13
Views: 9259

Re: Happy Bithday nerdenstein.

Happy belated birthday. Don't kill me for forgetting when I'm in Leicester Station tomorrow...today, even. :oops:
by Allan
Tue Dec 07, 2010 5:54 pm
Forum: DXEditing
Topic: Allan's Coding Tid-bits
Replies: 3
Views: 4156

Re: Allan's Coding Tid-bits

Slight code error I noticed going through my Accessed None readouts: if(saveInfo.Hour<12) timeString = saveInfo.Day $daySuffix $" " $HumanMonths[saveInfo.Month+1] $" " $saveInfo.Year $" - " $hourStr $":" $minStr $":" $secStr $" AM"; else timeString = saveInfo.Day $daySuffix $" " $HumanMonths[saveInf...
by Allan
Mon Dec 06, 2010 6:44 pm
Forum: DXEditing
Topic: Want to work in a team with Eidos?
Replies: 16
Views: 11754

Re: Want to work in a team with Eidos?

DXSM is basically a multiplayer tech-demo for TREM. (It's also the focus of almost all of Deus Evil's development at the minute.) The plan is: make DXSM workable, get community feedback on it, and improve it and TREM through the feedback. ( Also, were I to work on this, I'd need someone else to do t...
by Allan
Sun Dec 05, 2010 7:52 pm
Forum: DXEditing
Topic: scriptwarnings
Replies: 6
Views: 5736

Re: scriptwarnings

btw, does anyone know a database where we could know what the serials like 00FE, 0086 and 006D means There isn't one, because it'd be impossible to create. If you were to insert any code before all the other stuff in the function that kicks out those errors (EG: stick a few Log("This log is pointle...
by Allan
Sun Dec 05, 2010 4:26 pm
Forum: General Discussion
Topic: Deus Ex in widescreen - Any way to get subtitles?
Replies: 19
Views: 18186

Re: Deus Ex in widescreen - Any way to get subtitles?

Cleary, DX was never designed with Widescreen in mind... :oops:
(or for that matter, any resolution with a height over 900 pixels.)
by Allan
Sun Dec 05, 2010 4:19 pm
Forum: Off Topic
Topic: Biggest Gaming Letdowns
Replies: 48
Views: 20718

Re: Biggest Gaming Letdowns

Hey You, Pikachu!

...I think the case can be closed just by watching almost any YouTube video on it. :$
by Allan
Sun Dec 05, 2010 4:05 pm
Forum: DXEditing
Topic: scriptwarnings
Replies: 6
Views: 5736

Re: scriptwarnings

Your Tick function only runs AltFire when your weapon/item has no owner. Yet in the AltFire code, the first thing you do is try and reference an owner. That's what's generating your accessed None's. ======================================================================== DESTROYER: function Altfire(...
by Allan
Thu Dec 02, 2010 10:51 pm
Forum: DXEditing
Topic: scriptwarnings
Replies: 6
Views: 5736

Re: scriptwarnings

The hex codes relate to the specific part of the code that's recieving Accessed Nones. In this case, both weapons are having problems with something you coded into AltFire. I recommend you download UTPT, open your mod package, and find the line in AltFire with a value somewhere near those Accessed N...
by Allan
Thu Dec 02, 2010 9:07 am
Forum: DXEditing
Topic: Allan's Coding Tid-bits
Replies: 3
Views: 4156

Allan's Coding Tid-bits

Feel free to use any code in this section for your own mods, provided you leave me credit in the class detail comments in the classes it's used in, or something. In-Game Clock. Make a string, that grabs your system clock data, and turns it into a DX usable string in "dd/MMMM/yyyy - hh:mm:ss" format....