1.Create a class extends Weapon
2.Create a class extends UTWeaponAttachment
3.Set FirstPersonMesh、PickupMesh
A. 產生MeleeWeapon.uc:
class MeleeWeapon extends UTWeapon abstract; DefaultProperties { } |
使用Abstract 是為避免出現在PickupFactory,因為它並未作任何新功能。
B.產生WeaponSword.uc:
class WeaponSword extends MeleeWeapon; DefaultProperties { Begin Object Name=PickupMesh SkeletalMesh=SkeletalMesh'GDC_Materials.Meshes.SK_ExportSword2' End Object Begin Object Name=FirstPersonMesh SkeletalMesh=SkeletalMesh'GDC_Materials.Meshes.SK_ExportSword2' AnimSets(0)=AnimSet'GDC_Materials.Meshes.SwordAnimset' End Object InstantHitDamage(0)=75.0 InstantHitDamage(1)=35.0 DefaultAnimSpeed=0.9 AttachmentClass=class'MeleeAttachment' ShotCost(0)=0 ShotCost(1)=0 MessageClass=class'UTPickupMessage' DroppedPickupClass=class'UTDroppedPickup' MaxAmmoCount=1 AmmoCount=1 WeaponRange=100 } |
但需要注意的是AnimSets(0)在這package是沒有設定要給玩家揮動武器的AnimSets所以攻擊時並不會產生攻擊動畫,ShotCast(0)=0武器不用消費子彈,這也可以運用在一般的槍上,AttachmentClass 這指向接下來要做MeleeAttachment.uc。
C.產生MeleeAttachment.uc:
class MeleeAttachment extends UTWeaponAttachment; DefaultProperties { Begin Object Name=SkeletalMeshComponent0 SkeletalMesh=SkeletalMesh'GDC_Materials.Meshes.SK_ExportSword2' End Object WeaponClass=class'KiGame.WeaponSword' MuzzleFlashSocket=MuzzleFlashSocket } |
Done
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