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Gametypes & Mutators

Discussion in 'Programming' started by AceNAB1, Feb 28, 2002.

  1. AceNAB1

    AceNAB1 n00b

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    OK, you know how to replace actors with CheckReplacement() within a mutator, right?

    What I wanted to know is if I could do this same thing within a gametype. Could I tell the game to load the mutator when the gae starts? please help!

    -Ace
     
  2. namu

    namu Bleh.

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    m = Spawn(class'mypackage.mymutator');
    Level.BaseMutator.AddMutator(m);

    Not sure though... :confused:
     
  3. arcanex

    arcanex teh grinning totem

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    Add the 'MutatorClass' string at the defaultproperties section of the gametype. It doesn't show up in UED, so you have to use notepad to edit it manually.

    Code:
    defaultproperties
    {
     MutatorClass=Class'MyPackage.MyMutator'
    }
    
     
  4. aspie

    aspie It's all good baby.

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    check out botpack.dmmutator

    each gameinfo has a base mutator which it uses to replace stuff
     
  5. RegularX

    RegularX Master of Dagoth Lies

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    hmmmm...


    I've done some of this in the gametype class itself. Is it better/more efficient to do it in a mutator and then call the mutator? Makes sense, I guess, since I was going to write such a mutator anywho...

    rgx
     

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