
Originally Posted by
Malachor
If you are using a custom model, then you'll need to add a first person mesh as well as a pickup mesh.
I don't use a custom model but I tried that code for my linkgun anyway, and it didn't fix the invis issue.
Is this weapon replacement code that I borrowed from that thread 100% correct?
What about the .ini file for this mutator - it doesnt contain any weapon info, just the mutator package info, is that right?
Code:
[UTMut_MyMutator UTUIDataProvider_Mutator]
ClassName=MyMutator.UTMut_MyMutator
FriendlyName=MyMutator v1
Description=
GroupNames=WEAPONMOD
UIConfigScene=
bStandaloneOnly=False
BitValue=0
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
This is an example of the main mutator class:
Code:
class UTMut_MyMutator extends UTMutator
config(UTMut_MyMutator);
(weapon replacement code)
DefaultProperties
{
// WeaponsToReplace(0)=(OldClassName="UTWeap_Enforcer",NewClassPath="")
// AmmoToReplace(0)=(OldClassName="UTAmmo_Enforcer",NewClassPath="")
WeaponsToReplace(1)=(OldClassName="UTWeap_BioRifle_Content",NewClassPath="MyMutator.MYWeap_BioRifle")
// AmmoToReplace(1)=(OldClassName="UTAmmo_BioRifle_Content",NewClassPath="UTGameContent.UTAmmo_BioRifle_Content")
WeaponsToReplace(2)=(OldClassName="UTWeap_FlakCannon",NewClassPath="MyMutator.MYWeap_FlakCannon")
// AmmoToReplace(2)=(OldClassName="UTAmmo_FlakCannon",NewClassPath="UTGame.UTAmmo_FlakCannon")
WeaponsToReplace(3)=(OldClassName="UTWeap_LinkGun",NewClassPath="MyMutator.MYWeap_LinkGun")
// AmmoToReplace(3)=(OldClassName="UTAmmo_LinkGun",NewClassPath="UTGame.UTAmmo_LinkGun")
WeaponsToReplace(4)=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="UTGame.UTWeap_RocketLauncher")
// WeaponsToReplace(5)=(OldClassName="UTWeap_RocketLauncher",NewClassPath="")
// AmmoToReplace(5)=(OldClassName="UTAmmo_RocketLauncher",NewClassPath="")
// WeaponsToReplace(6)=(OldClassName="UTWeap_ShockRifle",NewClassPath="")
// AmmoToReplace(6)=(OldClassName="UTAmmo_ShockRifle",NewClassPath="")
WeaponsToReplace(7)=(OldClassName="UTWeap_SniperRifle",NewClassPath="MyMutator.MYWeap_SniperRifle")
// AmmoToReplace(7)=(OldClassName="UTAmmo_SniperRifle",NewClassPath="UTGame.UTAmmo_SniperRifle")
// WeaponsToReplace(8)=(OldClassName="UTWeap_Stinger",NewClassPath="")
// AmmoToReplace(8)=(OldClassName="UTAmmo_Stinger",NewClassPath="")
GroupNames(0)="WEAPONMOD"
Name="MyMutator"
}
The replaced Redeemer by Rocket Launcher is the only one that seems to show fine after a 'seamless travel' map change, the others are still invisible.
Disabling the seamless travel feature fixes it, but it seems buggy and often kicks all players off the server during a map change, which is not what I want seeing it's bad enough getting players on a public server in the first place :/
Server logs don't show any related error's nor does my own logs, which is strange.
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