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SheepKF KF-RPG
GRUP STEAM
SheepKF KF-RPG
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18 mai 2015
Toate discuțiile > Discuții generale > Detaliile subiectului
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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Where can you find that?
Chad 5 iul. 2017 la 10:26 
That file is part of the ServerExt mod used to run sheep's server.
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 5 iul. 2017 la 14:38 
Nice.
Enryu 7 iul. 2017 la 23:06 
Postat inițial de Hunter-AP:
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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