![]() ![]() ![]() Make sure you don't invert bSlowFireRate multiple times in the same operation - determine the new value at the start and stick with it.And if that's what it's doing, then, well, the server has only one set of defaults to go around.Īs a design nitpick, I think that actually modifying the FireRate property would be best handled by a function in the fire rate class, and that the two possible FireRate values should be properties thereof, but for a small scale project, that kind of thing isn't really important. The concern about changing default values affecting other clients was based on the assumption that the fire mode class is subsequently reading the default values directly, because that's the only way that the existing fire mode object would know about the change at all. (Sadly, I'm not able to test at the moment.) So I guess you will need something like ServerChangeFireMode, but you definitely don't want it to change any default values. It does, however, use the replication workaround, so I guess AltFire isn't called serverside after all. ![]() So i think your suggestion worked perfectly fine, i just had to change some other parts to get it to work, so thank you very much!ĪK47AssaultRifle doesn't change any default values it toggles the bWaitForRelease property of the actual fire mode object. Player.ReceiveLocalizedMessage(class'miscgunsv01.BARSwitchMessage',1) Įlse Player.ReceiveLocalizedMessage(class'miscgunsv01.BARSwitchMessage',0) į = 0.2 //slow rate 300rpmį = 0.12 //fast rate 600rpm Player.ReceiveLocalizedMessage(class'miscgunsv01.BARSwitchMessage',1)įunction ServerChangeFireMode(bool bSlowFireRate)įireMode.FireRate = 0.12 //fast rate 500rpm Player.ReceiveLocalizedMessage(class'miscgunsv01.BARSwitchMessage',0) įireMode.FireRate = 0.12 //fast rate 600rpm PlayOwnedSound(sound'Inf_Weapons_Foley.stg44_firemodeswitch01',SLOT_None,2.0,false) įireMode.FireRate = 0.2 //slow rate 300rpm Player = Level.GetLocalPlayerController() ![]()
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