But as for work it's gone quite well over the last few days, I got the crossbow to face the right way now. It wasn't to do with the coding which would explain why I couldn't see it, it was just one of the settings on the skeletal mesh editor that told it to rotate at 90 degrees for some reason.
I've also scaled the crossbow up and the club down so it is more realistic. I tried doing this before but couldn't get the sizes so change, apparently you have to rescale and then re-skin in Max before exporting again. So I just created a used a Scale variable in the code to save me time.
I got the arrow flying more realistically, although sometimes it would mess up... either travelling very slowly or seemingly not appearing. But I went back on to the net and found a different piece of code for programming projectile static meshes and customised that one to fit the crossbow and arrow. This has worked much better now and I even have it so that the arrows stick into walls and objects! It goes wrong when you kill a player as the arrow floats where it hit the player but there is a chance I wont be able to fix that in time as I wouldn't really know where to start.
Here's a video of the crossbow working correctly and the arrows sticking into the walls:
I've also set up some sound cues for the firing of the crossbow, the impact of the arrow and attacking with the club (although the club hit is really annoying and needs to be changed). I then linked them through the code so that they play at the times specified and hey presto!
I've also used kismet for the first time in this project to change the starting weapons of the characters...but this has been met with limited success so far. I tried to get it so that when a player spawns it removes the existing weapon (the link gun) and replaces it with a custom weapon (the club) but at the moment it removes everyone's weapons and only gives them a club every time a player spawns, which is annoying when your trying to use a crossbow. I'll have to look into this more but for now I'm making it so the player keeps the link gun but also gets the club, for testing it's fine as the AI prefer the club and it never runs out of ammo so they don't use the link gun, but that will need to change.
Here's a screenshot of the simple kismet I have set up:
Joe did find an error earlier with getting his code and my code to run in game, as his code is run before my code due to its placement in the config folder but it references my packages. We cannot load my packages first though as they all expand on the default UDK code.
Hopefully this wont be too much of a problem come the final submission but we may not have it working in time for the 1st submittal which is a shame, but for the first deadline I don't think we've done too badly.