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projectile commands
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Sat Feb 23, 2008 4:08 pm    Post subject: projectile commands Reply with quote

I'm trying to use auto-run commands in DZMapM to change projectiles and speed for certain pawns but can't seem to find the right command. I even looked through UnrealEd classes for the pawn but those don't seem to work either as an auto-run.

Here's the commands I have tried>>>>
set SkaarjWarrior ProjectileClass AKcoop2.Skaarjp3
set SkaarjWarrior AltProjectileClass AKcoop2.Skaarjp3
set SkaarjWarrior Projectile AKcoop2.Skaarjp3
set SkaarjWarrior RangedProjectile AKcoop2.Skaarjp3
set SkaarjWarrior ProjectileSpeed 8000.000000

Anyone have any input on this or is this yet another thing that requires a mutator for?
Thanks,
Bass
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Sat Feb 23, 2008 5:12 pm    Post subject: Reply with quote

First of all, it will afcaurse only work on pawns already spawned at the beginning And you don't need the package of the class, so for example:

set SkaarjWarrior ProjectileClass Skaarjp3

Would be good enough
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Sat Feb 23, 2008 5:19 pm    Post subject: Reply with quote

So what your saying is any pawns spawned by DZmapM after the level has started will NOT have this projectile assigned?

If that is the case, how can I make sure it is assigned to a pawn even after level start?
Let me guess...a mutator right?
Thanks Mental
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Sun Feb 24, 2008 11:00 am    Post subject: Reply with quote

Not sure, after i found out i couldn't get it to work with DZMapM i stopped trying.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Feb 25, 2008 1:04 pm    Post subject: Reply with quote

So, does anyone know the answer to this?

Thanks
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ShadowHunter
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PostPosted: Mon Feb 25, 2008 1:19 pm    Post subject: Reply with quote

Hmmm.....
If you want I have some time to work on it.Make a mutator or something else.
But also I need work on my other projects.

I'l think abot your your problem and try to solve it.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Feb 25, 2008 8:28 pm    Post subject: Reply with quote

ShadowHunter wrote:
Hmmm.....
If you want I have some time to work on it.Make a mutator or something else.
But also I need work on my other projects.

I'l think abot your your problem and try to solve it.


WOW that's generous ShadowHunter and I do appreciate the offer but right now I was just trying to find-out what is required.
So I assume a mutator? Is that correct?
I "Think" I can talk Tentacle into helping me with a mutator if that's the answer.

Thanks for the help
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mental-HunteR



Joined: 05 May 2006
Posts: 363
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PostPosted: Tue Feb 26, 2008 10:37 am    Post subject: Reply with quote

If you need Help Shadow i'm always avaible ;)
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srbassalot



Joined: 16 Sep 2004
Posts: 229
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PostPosted: Wed Feb 27, 2008 1:08 pm    Post subject: Reply with quote

Thanks for trying to help guys, I found the answer..
yet another mod to make...gezz
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ShadowHunter
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PostPosted: Mon Mar 03, 2008 12:50 pm    Post subject: Reply with quote

mental-HunteR wrote:
If you need Help Shadow i'm always avaible ;)

Tnx Mental.I was absent nearly a week cozz had a lot of work in the school .

I have few ideas about that thing.Just only I need some time to realize ideas into scripts
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Mar 04, 2008 11:22 am    Post subject: Reply with quote

Hey ShadowHunter...since your here ..another quick question
Your mod project 236 has some killer weapons but it wont run on my 225f server because of the UPak errors. Anyway of getting it to?

thanks...
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ShadowHunter
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PostPosted: Tue Mar 04, 2008 12:46 pm    Post subject: Reply with quote

Whm...You see srbassalot, Project 236 was one of my first script works.You not the one who asked something like this.Problem is I accidentally used content from UPak (cozz I'm working and writing mods using Unreal Gold v226), so that project wasn't made for Unreal users - only for UGold and Antology owners.
Anyway, tnx for usage of old stuff .And don't worry about it.Some days ago I decided to make continuation of that mod, that will be workable on each version.So don't forget to check download resource on Hyper's site.

Cya later .
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Mar 04, 2008 1:14 pm    Post subject: Reply with quote

O that's too bad because those weapons ROCK...
Let me know if you convert them or make some more like em :-)

Thanks, keep up the good work,

Srbassalot

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ShadowHunter
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PostPosted: Tue Mar 04, 2008 4:12 pm    Post subject: Reply with quote

I can say that I gonna make much more weapons like that.And more better than that.
I prepairing other mod except my basical Advanced Weapon Systems project.(Btw Beta version of AWS is temporary available in the Projects section of the forum in "AWS - working in progress" section.It's size nearly 1.3 Mb).But now I can't say name of the project.It will be known when first part will be finished

And about ur problem.I'm working now on that mutator, and yet it shows good results.I hope that work will be finished.

Also one question.Shall you run ur server?If yes print here it's name - I'l visit it later.If no - whell, I'l wait .
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ShadowHunter
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PostPosted: Wed Mar 05, 2008 1:04 pm    Post subject: Reply with quote

Whell, I founded solution of the problem.Script is ready and workable, I didn't found any bugs or errors.So now I need only answer on this question from you.
How you know index of Unreal Script?If good - I'l send you *.u file with script and comments.If bad - so, you must wait a bit till I write for you workable mutator.But I also warn you that I'm busy now at school and learning Java language.
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