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#1 |
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Registered User
Join Date: Jan. 13th, 2005
Posts: 6
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DeathString question
We're making a mutator that's going to be used by a few clans (collaborative project). We'd like to make the DeathString and suicide strings customizable through a set of configurable options in the mutator. Is this possible, and if so, how the heck is it done? Whatever we try, it always displays the string that's in the default properties of the custom damagetype class as it's compiled.
Any help would be greatly appreciated. Thanks. |
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#2 |
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Registered User
Join Date: Oct. 1st, 2004
Posts: 12
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Those are localized strings. Its not worth trying to hack around that IMO. You can hardcode new messages by changing the damagetype. Extend each damagetype class and change the strings in the default properties.
Something like this: Code:
class DeathMessages extends Mutator;
var class<DamageType> RocketDamage;
simulated function PostBeginPlay()
{
Super.PostBeginPlay();
class'RocketProj'.default.MyDamageType = RocketDamage;
}
defaultproperties
{
bAlwaysRelevant=true
RemoteRole=ROLE_SimulatedProxy
bAddToServerPackages=true
RocketDamage=class'DamTypeMyRocket'
}
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#3 | |
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Registered User
Join Date: Jan. 13th, 2005
Posts: 6
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Quote:
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