Getting rid of the weapons HUD

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Dexter13

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Dec 18, 2001
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I was wondering, what do I have to do to get rid of all the weapon icons in the HUD? I know I have to override a function, but I don't know what else to do!
 

Shiit

Shiit
Dec 19, 2000
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Wait, are you using your own HUD? That would make it quite easy. Just override and empty the "simulated function DrawWeapons(Canvas Canvas)". It takes care of all weapon icon drawing. You could also turn bHideAllWeapons off in your HUD's postbeginplay function. (that takes care of the Frags icon being drawn too high)
If you don't have your own HUD, things will be tougher. Not impossible though. I'll explain it only when you're making a mutator (in which case having your own HUD is rather sloppy), because it would take some time finding out how to do that. (not too hard using usaar33's linked list tutorial)
 

Dexter13

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Dec 18, 2001
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ahh

It's ok, I figured it out, I just overode the drawweapons function!
By the way, do you know how I can replace U.T's weapons with my mods own, I know there's a way becuase other mods do it without mutators, such as atlantis?
 

Jack oneill

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Sep 4, 2001
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atlantis.jolt.co.uk
Hey hey !

You've talked about me :) I'm the leader of the Atlantis mod and i've made the mutator :)

It's pretty easy to do. I'll explain if you want. There is just one way so you'll have to make the same :)

Which mod are you trying to code ? Do you have a url ?
 

Dexter13

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Hi!

Firstly, I'd like to thanks for a superb mod!!! My mod is just a little side project at the mo, so no url : (
Would you please be kind enough to explain how to change the weapons from the U.T ones to my own?
Thanks again.
 

Jack oneill

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Sep 4, 2001
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atlantis.jolt.co.uk
Sure, here is an exemple. I let you make it since it will be a good training for you.

Here is what you have to make :

function bool CheckReplacement(Actor A, out byte bSuperRelevant)
{
if(A.IsA('TournamentWeapon'))
{
if(A.IsA('Enforcer')) {
ReplaceWith(A,"YourPackage.YourWeapon");
return false; }

bSuperRelevant = 0;
return true;
}

if(A.IsA('TournamentAmmo'))
{
if(A.IsA('EClip')) {
ReplaceWith(A,"YourPackage.YourAmmo");
return false; }

bSuperRelevant = 0;
return true;
}

return Super.CheckReplacement( A, bSuperRelevant );
}

Try this and it should work :) Oh, you must expand your mutator from mutator !!

And thanks for your opinion on my mod :)
 

Dexter13

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Dec 18, 2001
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ahh

Hi!
The problem is, I have a mod not a mutator..bummer, but when you run the Atlantis mod on a normal U.T map, you get all the altlantis weapons, not the U.T ones.
Any ideas?
 

Jack oneill

New Member
Sep 4, 2001
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atlantis.jolt.co.uk
That's what i'm explaining to you... I use this kind of mutator to replace UT weapons with our weapons.

If you have a mod, you should have a new gametype ? have you ? Well, you'll need to make this mutator and add it to your defaultmutator in your gametype.

So, first make the mutator and then add it to your gameypes. Its really easy.
 

Dexter13

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Dec 18, 2001
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O.k, I've mad it, how do I add it to the gametype?
Is it just (in default Properties) 'defaultmutator='
Thanks again.
 

Dexter13

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Dec 18, 2001
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yay!

It works! thank you!
something else you may be able to help me with: How can I get rid of those 'headshot' mesages and voices?
thanks again,