Blog Archives
[TIP] Change Player Models based on Team for Multiplayer Team Deathmatch
In my game i implemented Team Deathmatch a few days ago but was struggling to update player mesh based on Team. But today i finally managed to do it and decided to share incase if anyone else is facing the same problem.
In your custom Team Deathmatch Game class add the below code:
function class<Pawn> GetDefaultPlayerClass(Controller C)
{
if (C.PlayerReplicationInfo.Team.GetTeamNum() == 0)
{
return class'Team0PawnClass';
}
return class'Team1PawnClass';
}
Thats it! We just override the GetDefaultPlayerClass function to get the player model based on Team.
Hope you find this useful.
[Code] Heartbeat sound when life is low
Big Thanks to Crusha K. Rool and 100GPing100 from UDK Forums.
Use this code in your custom Pawn class:
class MyNewPawn extends UTPawn;
var AudioComponent HealthSound;
event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
super.TakeDamage(DamageAmount, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
if (Health <= 25)
{
HealthSound.Play();
}
}
function Tick(float DeltaTime)
{
Super.Tick(DeltaTime);
if (Health > 25)
HealthSound.Stop();
}
simulated event Destroyed()
{
HealthSound = None;
super.Destroyed();
}
defaultproperties
{
Begin Object class=AudioComponent name=MenuAudioComponent
SoundCue = SoundCue'Sounds.Misc.Heartbeat_Cue' //Change this to your soundcue.
End Object
HealthSound = MenuAudioComponent
Components.Add(MenuAudioComponent)
}
[Tutorial] Change Player Mesh via Kismet
Hello everyone…In this tutorial you will learn to change Player Mesh by pressing any button in-game. We achieve this by using a custom Kismet Node.
