
Originally Posted by
DazJW
Cheers, the console command line was just something left from the PC readme I forgot to remove. I've changed the first link to an updated file, can someone try that for me?
I'm not sure you need the UT2D mod to try the maps as it should have cooked the code into it.
You do need the 2.0 version of UT2D to test it. I tested it with 1.2 and it would not load properly. The PS3 weapon still doesn't work give me a sec.
Here it is working for the PS3...
http://files.filefront.com/AssaultCa.../fileinfo.html
Here it the revised mutator code
Infinite ammo with no other weapons....
Code:
class AssaultCarbineInfinite extends UTMutator
config(Game);
function InitMutator(string Options, out string ErrorMessage)
{
if ( UTGame(WorldInfo.Game) != None )
{
UTGame(WorldInfo.Game).DefaultInventory[0] = class'Mod_DZWPASRifle.UTWeap_ASRifle';
}
Super.InitMutator(Options, ErrorMessage);
}
function bool CheckReplacement(Actor Other)
{
if (Other.IsA('UTWeapon') && !Other.IsA('UTVehicleWeapon') && !Other.IsA('UTWeap_ASRifle') && !Other.IsA('UTWeap_Translocator'))
{
return false;
}
else
{
return !Other.IsA('PickupFactory');
}
}
function ModifyPlayer(Pawn Other)
{
local UTInventoryManager UTInvManager;
UTInvManager = UTInventoryManager(Other.InvManager);
if (UTInvManager != None)
{
UTInvManager.bInfiniteAmmo = true;
}
Super.ModifyPlayer(Other);
}
defaultproperties
{
}
Part of regular inventory....
Code:
class AssaultCarbine extends UTMutator
config(Game);
function InitMutator(string Options, out string ErrorMessage)
{
if ( UTGame(WorldInfo.Game) != None )
{
UTGame(WorldInfo.Game).DefaultInventory[0] = class'Mod_DZWPASRifle.UTWeap_ASRifle';
}
Super.InitMutator(Options, ErrorMessage);
}
defaultproperties
{
}
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