Well all the codeing is finished except for one bit.
We cant get the Loud Footsteps of the ThunderBoots to be heard by other players.
Owner of boots hears loud clanking footsteps , but other players hear default footsteps.
Can any one help us with some knoledge?
Here is the current code:
Code: Select all
//=============================================================================
// thunderboots.
//=============================================================================
class thunderboots expands specialboots;
var vector Vel;
state Activated
{
function Timer()
{
if ( (Owner != None) && Owner.bIsPawn )
{
Vel = Pawn(Owner).Velocity;
if( Vel.X > 0.0 || Vel.X < 0.0 || Vel.Y > 0.0 || Vel.Y < 0.0)
{
//FlashShell(0.3);
if ( Owner.IsA('PlayerPawn') )
{
PlayerPawn(Owner).ClientPlaySound(sound'tbstep3', False);
PlayerPawn(Owner).SoundDampening = 3.0;
}
}
}
Super.Timer();
}
function BeginState()
{
Super.BeginState();
SetTimer(0.35, True);
// Alter player's stats.
Pawn(Owner).AirControl = 0.7;
Pawn(Owner).JumpZ *= 1.0;
Pawn(Owner).GroundSpeed *= 0.5;
Pawn(Owner).WaterSpeed *= 0.7;
Pawn(Owner).AirSpeed *= 0.7;
Pawn(Owner).Acceleration *= 0.7;
}
function EndState()
{
local float SpeedScale;
SetTimer(0.0, False);
Super.EndState();
if ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).bMegaSpeed )
SpeedScale = 1.3;
else
SpeedScale = 1.0;
// Restore player's stats.
Pawn(Owner).AirControl = DeathMatchPlus(Level.Game).AirControl;
Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling();
Pawn(Owner).GroundSpeed = Pawn(Owner).Default.GroundSpeed * SpeedScale;
Pawn(Owner).WaterSpeed = Pawn(Owner).Default.WaterSpeed * SpeedScale;
Pawn(Owner).AirSpeed = Pawn(Owner).Default.AirSpeed * SpeedScale;
Pawn(Owner).Acceleration = Pawn(Owner).Default.Acceleration * SpeedScale;
}
}
Who do you have in mind Hippiekat[AI]?