Custom pet pawn & Custom game objective event
Posted: Tue 21. Apr 2020, 16:13
Me again, yay.
On behalf of the other problems on my map I open up another thread.
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Problem #1:
I've found a nice mesh on another map and decided to implement it as a pawn on my own map.
I created this subclass for xPawn -> Monster:
I placed the actor inside my map and changed the default mesh to the mesh I wanted.
It looks like this:
When the pawn is close by it will start to follow the player around (like a Monster class would do).
Now the problem: The orientation is wrong. This means the pawn constantly looks to the side while walking towards you.
How can I fix this? Do I have to add a function which will control the pawns orientation/direction or is something wrong in the Movement settings of the actor itself (maybe an offset in rotation or something)?
Those are the actor properties:
PS: I don't own the model of the actor (e.g. in Maya). Thats why I can't just render the model in a different direction.
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Problem #2:
I've found a custom game objective on another map, which involves picking up and delivering a certain objective found on the map.
The objective itself works fine.
This is the code for the delivery actor:
And its actor properties:
Normally an announcer would announce the score after delivering the objective but as you can see at the end of the code I commented that part out because I wanted to put another sound for after delivering the object.
I then tried to set my custom sound inside the actor properties ('Announcer_DisabledObjective').
As it turns out the sound is not played when delivering the object. I did some further tests and it looks like that the custom objective isn't triggering an event at all. But why? I don't see a problem in the actor code, so why is the objective not triggering an event or any sounds?
PS: the sound works fine, it was coded like the rest of my sound files which work perfectly fine.
As always, thanks in advance for helping me out.
Greets, Dave
On behalf of the other problems on my map I open up another thread.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
I've found a nice mesh on another map and decided to implement it as a pawn on my own map.
I created this subclass for xPawn -> Monster:
It looks like this:
Now the problem: The orientation is wrong. This means the pawn constantly looks to the side while walking towards you.
How can I fix this? Do I have to add a function which will control the pawns orientation/direction or is something wrong in the Movement settings of the actor itself (maybe an offset in rotation or something)?
Those are the actor properties:
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Problem #2:
I've found a custom game objective on another map, which involves picking up and delivering a certain objective found on the map.
The objective itself works fine.
This is the code for the delivery actor:
I then tried to set my custom sound inside the actor properties ('Announcer_DisabledObjective').
As it turns out the sound is not played when delivering the object. I did some further tests and it looks like that the custom objective isn't triggering an event at all. But why? I don't see a problem in the actor code, so why is the objective not triggering an event or any sounds?
PS: the sound works fine, it was coded like the rest of my sound files which work perfectly fine.
As always, thanks in advance for helping me out.
Greets, Dave