Meanwhile in Unrealscript, I was making subclasses ect. For a 2D scroller based game i'm working on, BUT! When I go to compile I get this error:
''Error, 'Set MeshVisibility': Bad command or expression''
I don't understand why I get this error :poly122:
Can somebody point me in the right direction please!
Heres the code:
class UDNPawn extends UDKPawn;
var float CamOffsetDistance; //Position on Y-axis to lock camera to
/*override to make player mesh visible by default*/
simulated event BecomeViewTarget( PlayerController PC )
{
local UDKPlayerController UDKPC;
Super.BecomeViewTarget(PC);
if (LocalPlayer(PC.Player) != None)
{
UDKPC = UDKPlayerController(PC);
if (UDKPC != None)
{
/*set player controller to behind view and make mesh visible*/
SetMeshVisibility(UDKPC.bBehindView);
UDKPC.bNoCrosshair = true;
}
}
}
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
out_CamLoc = Location;
out_CamLoc.Y = CamOffsetDistance;
out_CamRot.Pitch = 0;
out_CamRot.Yaw = 16384;
out_CamRot.Roll = 0;
return true;
}
simulated singular event Rotator GetBaseAimRotation()
{
local rotator POVRot;
POVRot = Rotation;
if( (Rotation.Yaw % 65535 > 16384 && Rotation.Yaw % 65535 < 49560) ||
(Rotation.Yaw % 65535 < -16384 && Rotation.Yaw % 65535 > -49560) )
{
POVRot.Yaw = 32768;
}
else
{
POVRot.Yaw = 0;
}
if( POVRot.Pitch == 0 )
{
POVRot.Pitch = RemoteViewPitch << 8;
}
return POVRot;
}
defaultproperties
{
CamOffsetDistance=0.0
}
Thanks
Replies
Heck, since it seems like you're trying to force visibility you could also just force a 'true' in that function all --setmeshvisibility(true)--
That might get you moving towards compiling and seeing what other stuff there is to fix.