Replacing the translocator

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Shiit

Shiit
Dec 19, 2000
168
0
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OK, in a mutie I'm working on, I'm replacing the translocator (with another Translocator, fyi), but it doesn't work when I replace it in the CheckReplacement function. No big deal, that function doesn't work for any other weapon that is given to a player. So, I put it in my SpawnNotify object. That didn't work either. The translocator is spawned, but not given to the player (can't find out why). So, I've turned off the translocator at the start of the match, and give the new variant at ModifyPlayer. This works fine, but you have to turn the translocator option on again for every match. Next try: Deleting all normal Translocators and giving the new variant to the player at the start of the match. Now, you don't have to re-turn it on for every match, but somehow the player is still looking for the old (deleted) translocator, and when you select it, nothing happens and you can't choose any other weapons. So, one answer to any one of these questions will do:
1. How do I correctly replace the translocator in a spawnnotify?
2. When do I turn on the translocator option on so it's at the end of the match?
3. How do I make sure the player doesn't have a weapon reference to a deleted weapon?
Thanks a lot already!
 

Shiit

Shiit
Dec 19, 2000
168
0
0
Hmm... I must be an idiot. The replacing in the spawnnotify works fine now.

"When do I turn on the translocator option on so it's at the end of the match?"
Yes, that was a bit of a weird sentence. What I meant to say is, is there a function that is called at the end of a match/map in the mutator, so that I can make sure bUseTranslocator is set to true again?
Anyway, it works now. Thanks for the help!