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How to creat *.INT File for mutators?

Discussion in 'Mapping' started by Cieprus, Feb 19, 2002.

  1. Cieprus

    Cieprus Mapper...In Progress

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    Can someone please tell me how to do this? Or a link
     
  2. Brood_of_Evil

    Brood_of_Evil Selene's martyr

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    Easy, make a new text file and add the following lines:

    Code:
    [Public]
    Object=(Name=[color=red]YourPackage[/color].[color=teal]YourMutator[/color],Class=Class,MetaClass=Engine.Mutator,Description="[color=blue]Name of the mutator in the mutator menu[/color],[color=green] description of your mutator[/color]")
    
    Change YourPackage to the name of your package.
    And
    Change YourMutator to the name of your mutator class.

    And finally, save the file as YourPackageName.int, in which YourPackageName is the name of the package you compiled.
     
  3. Cieprus

    Cieprus Mapper...In Progress

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    Ya i got that now...But my mutator isnt working...i think UT has a secret directory somewhere, Its a conspiracy I can smell it:mad:
     
  4. Cieprus

    Cieprus Mapper...In Progress

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    This is all the code i have:

    //
    class Superenfor extends Enforcer;

    simulated function PlayFiring()
    {
    PlayOwnedSound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening);
    bMuzzleFlash++;
    PlayAnim('Shoot',3.0 + 0.31 * FireAdjust, 0.02);
    }

    simulated function PlayAltFiring()
    {
    PlayAnim('T1', 1.3, 0.05);
    bFirstFire = true;
    }

    Its the simplest mutator I know of, Im just trying to get it to work then Ill move on the the bigg stuff....No..No i probally wont..
     
  5. TaoPaiPai

    TaoPaiPai Commisaire Van Loc

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    a mutator must expand the class 'mutator' or one of its child class.
    If you want to change some weapons take a look at the functions from the base mutator class,everything is explained.
     
  6. Cieprus

    Cieprus Mapper...In Progress

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    Ok i understand..Ill go check it out;)
     

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