View Full Version : CheckReplacement
SwaTz0rs
11-19-2007, 04:33 PM
Hey there.
anyone here who can help me with replacing the sniper Rifle / and ammo and the shock rifle / and ammo with a custom rifle
function bool CheckReplacement(Actor Other)
{
if (Other.IsA('UTWeaponPickupFactory') && Other.IsA('UTAmmoPickupFactory'))
{
}
}
Taboen
11-19-2007, 04:52 PM
I happen to have a UT2004 mutator for this for replacing the minigun with minigunHE.
function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
{
local int i;
local WeaponLocker L;
bSuperRelevant = 0;
if ( xWeaponBase(Other) != None )
{
if ( string( xWeaponBase(Other).WeaponType ) ~= "XWeapons.Minigun" )
{
xWeaponBase(Other).WeaponType = class'MutMinigunHE.MinigunHE';
return false;
}
}
else if ( WeaponPickup(Other) != None )
{
if ( string(Other.Class) ~= "XWeapons.MinigunPickup" )
{
ReplaceWith( Other, "MutMinigunHE.MinigunHEPickup" );
return false;
}
}
else if ( WeaponLocker(Other) != None )
{
L = WeaponLocker(Other);
for (i = 0; i < L.Weapons.Length; i++)
{
if ( string( L.Weapons[i].WeaponClass ) ~= "XWeapons.Minigun" )
L.Weapons[i].WeaponClass = class'MutMinigunHE.MinigunHE';
}
}
return true;
}
It is probably a bit different in UT3 though. This might just give a hint on how to do it.
SwaTz0rs
11-20-2007, 11:36 AM
i decided to use the weaponsreplacement mutator.
thanks anyways
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