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SheepKF KF-RPG
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SheepKF KF-RPG
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2015년 5월 18일
모든 토론 > 일반 토론 > 제목 정보
Chad 2017년 7월 5일 오전 2시 10분
Boss Camera "Fix"
In ExtPlayerController.uc paste this

function SetBossCamera( KFPawn Boss )
{
// don't do anything
}

Now whenever a boss dies it won't show a kill camera so bosses die like the rest of the zeds. On boss wave bosses will still have theatrics when they spawn but not when they die.
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^b2k^Tetoaku 2017년 7월 5일 오전 2시 52분 
Where can you find that?
Chad 2017년 7월 5일 오전 10시 26분 
That file is part of the ServerExt mod used to run sheep's server.
Hunter-AP 2017년 7월 5일 오후 2시 25분 
I found something else that can be changed that should have the same effect (although I can't compile thje code due to a slew of other errors).
Inside HBServer.uc from HardModeBossS on lines 1651 to 1671, you have a few empty if statements:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave &&
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );
}

if( bIsOnBossWave && KFPawn_Monster(KilledPawn)!=None ) // Check if killed boss.
{
ActiveBossList.RemoveItem(KilledPawn);
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
BossDied();
}
CheckWaveEnd();
}

I changed it so it looks like this:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave )
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
else
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );

}

It forces a call to "ResetBossView" whether or not your are currently on the Boss Wave or the Endless Wave.
RawDog 2017년 7월 5일 오후 2시 38분 
Nice.
Enryu 2017년 7월 7일 오후 11시 06분 
Hunter-AP님이 먼저 게시:
I found something else that can be changed that should have the same effect (although I can't compile thje code due to a slew of other errors).
Inside HBServer.uc from HardModeBossS on lines 1651 to 1671, you have a few empty if statements:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave &&
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );
}

if( bIsOnBossWave && KFPawn_Monster(KilledPawn)!=None ) // Check if killed boss.
{
ActiveBossList.RemoveItem(KilledPawn);
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
BossDied();
}
CheckWaveEnd();
}

I changed it so it looks like this:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave )
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
else
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );

}

It forces a call to "ResetBossView" whether or not your are currently on the Boss Wave or the Endless Wave.

Thanks Hunter-AP, I'll try this out tomorrow to see if it changes anything.
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모든 토론 > 일반 토론 > 제목 정보
게시된 날짜: 2017년 7월 5일 오전 2시 10분
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