Hi!
I'm making a small, experimental mod for ut3, and I want to remove the enforcer and the impact hammer on level start.
BUT... I also want to have a ImpactHammer-pickup later in the level.
Am I daydreaming, or is this possible?
/thanks
Hi!
I'm making a small, experimental mod for ut3, and I want to remove the enforcer and the impact hammer on level start.
BUT... I also want to have a ImpactHammer-pickup later in the level.
Am I daydreaming, or is this possible?
/thanks
This is possible via Kismet, you use the 'give inventory' node with the 'clear existing' option checked and everything else at default settings. So, something like, player spawned node -> give inventory (clear existing) with a blank object variable connected between 'instigator' of player spawned and 'target' of give inventory. I think this is the correct way of doing this, but I've written this entirely from memory without checking anything. Then you need to sort out your impact hammer pickup.
Go to (I think, I'm not looking at it now) View -> World Properties and uncheck "Has default inventory" or something to that effect, you'll start with no weapons
Both methods do work, so pick whichever suits whatever it is you're doing best.![]()
Piece of cake! Thank you
Now theres just one more problem...
There's no Imp-Hammer-pickup in the list for weapons.
No enforcer either...
On a Give Inventory Kismet action, one can right-click, select Expose Variable, and then select {InventoryList - Object *}
- after that connect an object variable with UTGame.UTWeap_ImpactHammer as its ObjValue to the Inventory List link.
(For the Enforcer, substitute UTGame.UTWeap_Enforcer.)
Also, an Enforcer pickup is possible with this method
http://forums.epicgames.com/showthre...=dual+enforcer
Maybe you can do that with the Impact Hammer as well, but if it does not have a pickup mesh, maybe it is better to add an empty weapon pickup base to you map, then use kismet to animate it and give the inventory, or script a new pickup and add that to your map.
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