Results 1 to 10 of 10

Hybrid View

  1. #1
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    35

    Default Removing all weapons - INCLUDING imp-hammer and enforcer

    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

  2. #2
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    245

    Default

    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.

  3. #3
    Skaarj
    Join Date
    Jul 2009
    Location
    North Cakalaka
    Posts
    14
    Gamer IDs

    Gamertag: glow trance

    Default

    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

  4. #4
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    245

    Default

    Both methods do work, so pick whichever suits whatever it is you're doing best.

  5. #5
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    35

    Default

    Piece of cake! Thank you

  6. #6
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    35

    Default

    Now theres just one more problem...

    There's no Imp-Hammer-pickup in the list for weapons.
    No enforcer either...

  7. #7
    MSgt. Shooter Person
    Join Date
    Oct 2008
    Posts
    66

    Default

    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.

  8. #8
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    245

    Default

    Quote Originally Posted by Narayana View Post
    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.)
    That's the method I was thinking of, it works with the supershock so I guess it should work with everything else.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.