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variable access - Interface.u Interlude

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Hi friends, I have a question I am trying to access the CreatureID variable of the Pawn class that inherits from the Actor class to check if it is the one that corresponds to my target inside a for loop.
I am trying to apply an effect on the target as in the monokini interface, but in the Interlude client.

 

function ApplyEffectTarget (bool isClear, optional private UserInfo info )
{
	local Pawn a_Pawn;
	local Vector V;
	local Actor PlayerActor;
	
	if(! GetTargetInfo(info))
	{
		return;
	}
	else
	{		
		V = PlayerActor.Location;		
	}
			
	if ( decalEmitter != None )
	{		
		decalEmitter = None;
	}
	
	if ( isClear )
	{
		return;
	}
			
	foreach PlayerActor.CollidingActors(Class'Pawn',a_Pawn,100,V)
	{		
		if (m_TargetID == a_Pawn.CreatureID && m_TargetID > 0)		
		{
			V.X = 0.0;
			V.Y = 0.0;
			V.Z = a_Pawn.CollisionHeight + 7;
			decalEmitter = a_Pawn.Spawn(TargetEmitterClass, a_Pawn);
		} else {
		}
	}
}

 

I get this error when compiling

 

Capturadepantalla2023-12-15162346.thumb.png.d8c84f8d2d3bed6711336d33708620ab.png

 

 

Can someone help me ? 

 

thanks.

 

 

 

you need to have real time acess to the actor to have acess to the pawn.

and this a code from L2Royale, not monokini xd

  • Author

thanks for your help now I understand better how interlude works.

 

monokini in high five like l2royale

 

https://drive.google.com/file/d/1mvotZ5v_bxZQpCEydP5Re61mNbeGue8B/view 

 

1114.gif

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