Hi all.
I have just started with UScript, I have some basic knowledge for it already since I tried to mod for UT2k4.
But now Im going to create a Gametype for UT3, it will include levels, weapon changes and some other stuff.
Currently I haven't really done much since im messing around with the .ini file so anyone can change the settings of the game.
This is what I currently have done:
GunEvolve.uc
GunEvolve.iniCode:class GunEvolve extends UTDeathmatch config(GunEvolve); struct WeaponInfo { var string Weapon; }; var config array<WeaponInfo> WeaponPath; var config bool bImpactHammer; function PostBeginPlay() { local int i; Super.PostBeginPlay(); i=0; DefaultInventory.Remove(0, DefaultInventory.Length); if(bImpactHammer == true){ DefaultInventory[i] = Class'UTGame.UTWeap_ImpactHammer'; i++; } DefaultInventory[i] = Class<UTWeapon>(DynamicLoadObject(WeaponPath[0].Weapon, class'Class')); i++; }
Basically nothing happens, I still spawn with a impact hammer and a enforcer.Code:[GunEvolve.GunEvolve] bImpactHammer=false WeaponPath=(Weapon="UTGame.UTWeap_LinkGun") [GunEvolve UTUIDataProvider_GameModeInfo] GameMode=GunEvolve.GunEvolve DefaultMap= GameSettingsClass=UTGameSettingsDM GameSearchClass= OptionSet=DM FriendlyName=GunEvolve Description= PreviewImageMarkup= Prefixes=DM IconImage= bIsCampaign=False IconU=0.000000 IconV=0.000000 IconUL=0.000000 IconVL=0.000000 bRemoveOn360=False bRemoveOnPC=False bRemoveOnPS3=False
At some point when messing around I got myself spawning without weapons at all so the DefaultInventory.Remove(); seems to work. But not anymore :S.
Any help will be greatly appreciated!![]()



Reply With Quote


Bookmarks