No matter what i do my mutator wont show up ingame... I have specifed both the .inf file and the defaultproperties like friendly whatever but it still doesn't show! What more do i need to make it appear?
[PUBLIC]
Object=(Class=Class,MetaClass=Engine.Mutator,Name=yourpackage.yourmutator,Description="Description.")
//=============================================================================
class Ghostwar extends Mutator;
function ScoreKill(Pawn Killer, Pawn Other)
{
local xPawn x;
x = xPawn(Other);
if ((Killer != Other) && (Other != None) && (Killer != None))
{
Killer.ScaleGlow += 0.1;
x.MultiJumpBoost -= 10;
Other.ScaleGlow -= 0.1;
x.MultiJumpBoost += 10;
if (Other.ScaleGlow < 0.1)
Other.ScaleGlow = 0.1;
}
if ( (Other != None) && ((Killer == None) || (Killer == Other)) )
{
Other.ScaleGlow -= 0.1;
if (Other.ScaleGlow < 0.1)
Other.ScaleGlow = 0.1;
}
Other.Visibility = Other.Default.Visibility * Other.ScaleGlow;
Killer.Visibility = Killer.Default.Visibility * Killer.ScaleGlow;
}
function bool CheckReplacement( actor Other, out byte bSuperRelevant)
{
if ( Other.IsA('Pawn') || Other.IsA('Carcass') )
Other.Style = STY_Translucent;
if ( Other.IsA('Invisibility') )
return FALSE;
return TRUE;
}
defaultproperties
{
GroupName="Ghostwar"
FriendlyName="Ghostwar v.1.0"
Description="Each time you die you take anothet step down the road of spirits!|Fight it!"
}
[Public]
;Object=(Class=Class,MetaClass=Engine.GameInfo,Name=Matrix.MatrixMatch,Description="DM|The one|xinterface.Tab_IADeathMatch|xinterface.MapListDeathMatch|false")
Object=(Class=Class,MetaClass=Engine.Mutator,Name=matrix.MutMatrix,Description="Each time you die you take anothet step down the road of spirits!|Fight it!")
[GhostwarConfig]
DialogText.Caption="Ghostwar 1.0"
DialogText2.Caption="Misc. Ghostwar Settings"
Object=(Class=Class,MetaClass=Engine.Mutator,Name=matrix.MutMatrix,Description...)
class Ghostwar extends GameRules;
function ScoreKill(Controller Killer, Controller Killed)
{
if ((Killer != Killed) && (Killed != None) && (Killer != None))
{
Killer.ScaleGlow += 0.1;
Killed.ScaleGlow -= 0.1;
if (Killed.ScaleGlow < 0.1)
Killed.ScaleGlow = 0.1;
}
if ( (Killed != None) && ((Killer == None) || (Killer == Killed)) )
{
Killed.ScaleGlow -= 0.1;
if (Killed.ScaleGlow < 0.1)
Killed.ScaleGlow = 0.1;
}
Super.ScoreKill(Killer, Killed);
}
defaultproperties
{
GroupName="Ghostwar"
FriendlyName="Ghostwar v.1.0"
Description="Each time you die you take another step down the road of spirits!|Fight it!"
}
Shuriken said:Would it be possible to make a weapon that (for example) decreases opaquity of enemy when hit by primary, and increases opaquity on secondary?