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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Posted: Tue Aug 22, 2006 10:24 am Post subject: Weapons replacement |
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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
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Posted: Tue Aug 22, 2006 2:30 pm Post subject: |
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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();
}
}
}
}
}
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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 _________________ Before asking, try the Unreal wiki here.
------------------------------
New UT3 Community site. |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Tue Aug 22, 2006 2:50 pm Post subject: |
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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). _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Posted: Tue Aug 22, 2006 3:23 pm Post subject: |
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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
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Posted: Tue Aug 22, 2006 4:20 pm Post subject: |
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[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?
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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)
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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.
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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) _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Posted: Tue Aug 22, 2006 4:34 pm Post subject: |
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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
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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Posted: Wed Aug 23, 2006 3:54 pm Post subject: |
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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
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Wed Aug 23, 2006 7:38 pm Post subject: |
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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)
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It replaces all dispersion pistols with Aura pistols.
Make sure the option "bItemReplacer=" is set to true otherwise it will not do anything. _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Posted: Thu Aug 24, 2006 12:18 pm Post subject: |
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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
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Posted: Thu Aug 24, 2006 12:22 pm Post subject: |
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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)
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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
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[scic]Master_proxy
Joined: 28 Nov 2005 Posts: 52 Location: Sweden
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Thu Aug 24, 2006 4:27 pm Post subject: |
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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. _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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