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#1 |
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Combining Weapons Mutators...
OK, I allready have a host of custom weapons which can be played all in one mutator, but I want to split every weapon into it's own mutator so you can mix and match and have full customizability. The problem is, when I combine mutators, one will work and the rest will be disabled. Right now the code I'm using for the individual mutators is basically copy and paste of the MutUseSniperRifle mutator in the UTClassic package of 2k4. IE:
Code:
function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
{
local int i;
local WeaponLocker L;
bSuperRelevant = 0;
if ( xWeaponBase(Other) != None )
{
if ( xWeaponBase(Other).WeaponType == class'XWeapons.MiniGun' )
xWeaponBase(Other).WeaponType = class'GWTWeapons.ProMiniGun';
}
else if ( LinkAmmoPickup(Other) != None )
ReplaceWith( Other, "GWTWeapons.ProMiniGunAmmoPickup");
else if ( WeaponLocker(Other) != None )
{
L = WeaponLocker(Other);
for (i = 0; i < L.Weapons.Length; i++)
if (L.Weapons[i].WeaponClass == class'MiniGun')
L.Weapons[i].WeaponClass = class'ProMiniGun';
return true;
}
else
return true;
return false;
}
__________________
"Guns don't kill people, people do, and monkeys [if they have a gun.]" - Eddie Izzard |
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#2 |
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What you should have done here is make the weapons replace other weapons defined in a mutator config.
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#3 |
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hmm... maybe I should just expect players to use Worm2k4 if they want that much customization. My time would be better spent on other features.
__________________
"Guns don't kill people, people do, and monkeys [if they have a gun.]" - Eddie Izzard |
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