Triggering a combo with a mutate command.

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Postal

I apear to have lost my pin.
Nov 14, 1999
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At the request of someone, I am trying to set up a combo so you can activate it with a mutate command.

Looks like combos are started in XPawn with the
function DoCombo( class<Combo> ComboClass )

However the mutate command uses:
function Mutate(string MutateString, PlayerController Sender)

So I'm stuck on this, I dont know how to bridge that gap between PlayerController and XPawn. So somehow I need to get it so when the player pushes his bind, the pawn tries to activate the combo.

Im lost, can anyone give me some pointers?
 

Postal

I apear to have lost my pin.
Nov 14, 1999
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0
WoD.BeyondUnreal.com
I tried putting a exec in the combo class, silly me, the combo doesnt actually exist till its spawned by the pawn.

Thanks Mychaeel, I was close "Sender.DoCombo(Class'BlastPak.Combo_BlastStop')" but not close enough. Most appreciated.
 

Postal

I apear to have lost my pin.
Nov 14, 1999
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WoD.BeyondUnreal.com
I put it in the mutator, it ended up looking like this

Code:
function Mutate(string MutateString, PlayerController Sender)
{
	If(MutateString~= "BlastStop")
	{
//Thanks to Mychaeel for this code.
		xPawn(Sender.Pawn).DoCombo(Class'BlastPak.Combo_BlastStop');
	}
	if ( NextMutator != None )
		NextMutator.Mutate(MutateString, Sender);
}
 

Postal

I apear to have lost my pin.
Nov 14, 1999
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WoD.BeyondUnreal.com
You can put execs in active classes, but I put one in a class that didnt exist at the time. Funny isnt it?

You can place exec in a weapon for example, who needs a new player class.