Skaarjfest as an RPG ability?

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Turret 49

Doomer at heart
Jun 26, 2004
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It probably is possible but you should still add/keep your attributes so the monster isn't too weak or strong compared to normal.
 
Jun 28, 2005
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Jamaica, mon! Hahaha!
I know how..

Wait, I know how...
In UnrealEd v2.0, go to the map that you want the skarjj to be, Click on the chess-piece at the top-center of screen to get into [+]actors, click on plusses to expand. [+]Actors, [+]pawn, [+]ScriptedPawn, [+]Skarjj. Select the one you like and exit uot of window. Rightclick mouse anywhere that you'ld like for it to go then click on "add skarjj ______" Then right click on the skarjj that you added and click on Skarjj properties.. From there you may go to [+]Movement and change things around, ex: GroundSpeed, etc. :)
 

Turret 49

Doomer at heart
Jun 26, 2004
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Drunken_Peamole said:
Team thing?
What's that, "TeamTag:"??
That's for seting the monster's team in classes of monster combat...

skarrjfest does not use actual monster pawns though? :con:
 

Parser

Hello
May 7, 2002
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England baby!
fraghouse.beyondunreal.com
It doesn't, Turret's right. The actual classes that you morph into are xPawn subclasses with specific code to keep the mesh, skins, weapons and animations assigned, since the game keeps reverting to Gorge/Jakob if you don't force the LinkMesh function.

To integrate it with RPG would mean a Pawn class replacement, which would work in normal Invasion, I suppose. But even then it's still a hefty download. :p