change how abilities work ("more" proper), readded vehicle spawning to s8-s12, fixed respawning on >s4, added a count check to looting so it can't drop 0 count, added zipline jumping, guarantee pawn spawn, clear inventory on aircraft
This commit is contained in:
Milxnor
2023-03-31 18:06:36 -04:00
parent 4d8b3a7ad1
commit d53626a850
22 changed files with 269 additions and 117 deletions

View File

@@ -760,25 +760,16 @@ void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena
LOG_INFO(LogDev, "Spawned loot!");
static bool bSpawnedVehicles = Engine_Version < 424; // todo fix
if (!bSpawnedVehicles)
if (Engine_Version >= 423 && Engine_Version < 426) // 423+ we need to spawn manually and vehicle sync doesn't work on >S13.
{
bSpawnedVehicles = true;
static int LastNum420 = 1;
/* static auto GalileoSpawnerClass = FindObject<UClass>("/Game/Athena/AI/Galileo/BP_Galileo_Spawner.BP_Galileo_Spawner_C");
auto GalileoSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), GalileoSpawnerClass);
LOG_INFO(LogDev, "GalileoSpawners.Num(): {}", GalileoSpawners.Num());
for (int i = 0; i < GalileoSpawners.Num(); i++)
if (AmountOfRestarts != LastNum420)
{
auto GalileoSpawner = GalileoSpawners.at(i);
LastNum420 = AmountOfRestarts;
auto NewPawn = SpawnAIFromCustomizationData(GalileoSpawner->GetActorLocation(), GalileoSpawner->Get("BotData"));
} */
// SpawnVehicles();
SpawnVehicles2();
}
}
auto NewPlayer = (AFortPlayerControllerAthena*)NewPlayerActor;