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Weapons replacement
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Tue Aug 22, 2006 10:24 am    Post subject: Weapons replacement Reply with quote

hello i want to ask u hyper (move this topic to the real help if this is not right) like i said i want ur help hyper. How did u replace the aura weapons whit the original. couse i want the same things on my dm matches.
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SoulReaver



Joined: 15 May 2004
Posts: 162

PostPosted: Tue Aug 22, 2006 2:30 pm    Post subject: Reply with quote

Im not Hyper but i think i can help, you can achieve it by using a mutator, here is a simple item replace mutator:

Code:
var() class<inventory> OldAmmo[32],NewAmmo[32],OldWep[20],NewWep[20],OldPick[10],NewPick[10];


function PostBeginPlay()
{
   local int ToSpawn;
   local weapon OW;
   local Pickup OP;
   local health OH;
   local ammo OA;
   
   local inventory OI;
   local int i,j;
   local inventory allOW[128];
   Super.PostBeginPlay();

   foreach allactors(class'ammo',OA)
   {
      for(i=0;i<32;i++)
      {
      if(OA.class==OldAmmo[i])
         {
            if(NewAmmo[i]!=None)
            {
               spawn(NewAmmo[i],,,OA.location);
               OA.Destroy();
            }
         }
      }      
   }
   
   foreach allactors(class'weapon',OW)
   {
      for(i=0;i<20;i++)
      {
      if(OW.class==OldWep[i])
         {
            if(NewWep[i]!=None)
            {
               spawn(NewWep[i],,,OW.location);
               OW.Destroy();
            }
         }
      }      
   }
   foreach allactors(class'Pickup',OP)
   {
      for(i=0;i<10;i++)
      {
      if(OP.class==OldPick[i])
         {
            if(NewPick[i]!=None)
            {
               spawn(NewPick[i],,,OP.location);
               OP.Destroy();
            }
         }
      }      
   }
}


All you need to do is edit the defaults of it:

The arrays OldPick, OldWep and OldAmmo contains the items to be replaced.

The arrays NewPick, NewWep and NewAmmo contains all the items to be put over the old items.

Regards,
-SR


PS: Maybe aura has (a) mutator(s) to replace weapons, i dont know this. i dont use Aura.

edit: typo
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Aug 22, 2006 2:50 pm    Post subject: Reply with quote

I suggest you use DZMapM for the task DZMapM is the successor of WMutate and WMutrate2 and can do a lot of automatic replacements. You can also use the old WMutate mod by TCPWolf which is made for this (and more).
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Tue Aug 22, 2006 3:23 pm    Post subject: Reply with quote

To SoulReaver:... erhm what?


To Hyper:K thx for the help. Two more thing. there's a monsterspawner inside DZMapM and do it replace the other monsterspawner i have? I found replaceitem in DZMapM.ini waht should i do next? (I know i'm back at this)




Note:just an little note here that im useing it on Unreal Tournament. The aura works fine the monsterspawn to but im not sure dZMapM work but i will try.





Edit: how do i increas the health like to 1000 (sry im so not knowning of all things)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Aug 22, 2006 4:20 pm    Post subject: Reply with quote

[scic]Master_proxy wrote:
To SoulReaver:... erhm what?


To Hyper:K thx for the help. Two more thing. there's a monsterspawner inside DZMapM and do it replace the other monsterspawner i have?


You can keep the monster spawner disabled to not use the DZMapM spawner and use an other one instead. Asgards spawner and the DZMapM spawner are the ones I recommend. They work differently, just use the one you like most.

Quote:

I found replaceitem in DZMapM.ini waht should i do next? (I know i'm back at this)


Read the instruction. There should be one included that explains it.

Quote:

Note:just an little note here that im useing it on Unreal Tournament. The aura works fine the monsterspawn to but im not sure dZMapM work but i will try.

I don't know. I never used UT as server.

Quote:

Edit: how do i increas the health like to 1000 (sry im so not knowning of all things)


You can use JCoopZ;s or DZMapM's AutoRunCommands for that. Add the command:

"set playerpawn health 1000"

Note: Be sure you neable AutoRunCommands if they still are disabled. (DZMapM)
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Tue Aug 22, 2006 4:34 pm    Post subject: Reply with quote

Thx hyper i will try all this. I come whit some news if nothing still work for me



[Edit]: i think i know how to replace now. But just one more question how to wright what to replace? And the set health didn't work.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Aug 22, 2006 7:47 pm    Post subject: Reply with quote

I don't understand what the problem is. You may need to explain it with more detail.
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Wed Aug 23, 2006 3:54 pm    Post subject: Reply with quote

Hyper wrote:
I don't understand what the problem is. You may need to explain it with more detail.




i mean like this. That i dont know what to wright down do i most wright down the package so the gun will be taken from there can u give me an sample?
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SoulReaver



Joined: 15 May 2004
Posts: 162

PostPosted: Wed Aug 23, 2006 7:12 pm    Post subject: Reply with quote

Sorry about my post, thought you were a scripter making a item replace mod.

lol

Regards,
-SR
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Aug 23, 2006 7:38 pm    Post subject: Reply with quote

Here is an example from the new DZMapM. Don't copy it directly because it's a little different than in the current public version of DZMapM, but there is the idea:

Code:

ReplaceItem[0]=(Enabled=True,bLevelStartOnly=False,bUseSwitchReplace=False,ActionOnEvery=1,ActionMaxNumber=250,OriginalName=DispersionPistol,ReplaceWithClass="Aura1.AuraPistol",Alt1ReplaceWithClass="",Alt2ReplaceWithClass="",Alt3ReplaceWithClass="",ReplaceCount=0)


It replaces all dispersion pistols with Aura pistols.

Make sure the option "bItemReplacer=" is set to true otherwise it will not do anything.
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Thu Aug 24, 2006 12:18 pm    Post subject: Reply with quote

SoulReaver wrote:
Sorry about my post, thought you were a scripter making a item replace mod.

lol

Regards,
-SR




Aha its ok i maybe didn't it so clear when i ask that hehe. Np


By The Way if i gona do a replace item. I maybe need that so thank you.
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Thu Aug 24, 2006 12:22 pm    Post subject: Reply with quote

Hyper wrote:
Here is an example from the new DZMapM. Don't copy it directly because it's a little different than in the current public version of DZMapM, but there is the idea:

Code:

ReplaceItem[0]=(Enabled=True,bLevelStartOnly=False,bUseSwitchReplace=False,ActionOnEvery=1,ActionMaxNumber=250,OriginalName=DispersionPistol,ReplaceWithClass="Aura1.AuraPistol",Alt1ReplaceWithClass="",Alt2ReplaceWithClass="",Alt3ReplaceWithClass="",ReplaceCount=0)


It replaces all dispersion pistols with Aura pistols.

Make sure the option "bItemReplacer=" is set to true otherwise it will not do anything.



Thx for that. Now have you helped me alot. And again thank you. Where do i get the Krimera Rose gun and i can't find the runny nose gun.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Aug 24, 2006 1:13 pm    Post subject: Reply with quote

The runny nose gun is called Boog. It should be mentioned in the Aura readme files.
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[scic]Master_proxy



Joined: 28 Nov 2005
Posts: 52
Location: Sweden

PostPosted: Thu Aug 24, 2006 3:31 pm    Post subject: Reply with quote

K and the Kirmera rose gun or what the name is. I maybe should explain it better. It's the AutoMag formed kun that shots rocket from it and alt fire is like an laser blast thing.


One thing more what gun do you think its good to replace the pulsegun. Here some screenshots so you can see whats good enough. http://img246.imageshack.us/my.php?image=shot0003pz3.png
http://img150.imageshack.us/my.php?image=shot0004bi9.png
http://img150.imageshack.us/my.php?image=shot0005ad5.png
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Aug 24, 2006 4:27 pm    Post subject: Reply with quote

The rose gun is part of the AKCoop2 mod. Check the readme for summons. Please note that you can only summon it after you got the AKCoop2 mutator enabled.

About the pulsegun relacement: That's completely up to you as server designer. Maybe you can use a weapon replacement that has the same number, but that's just an option.
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