Keep the posts on here please then anyone can view them later and the PM boxes are tiny.
Code:
class mGame extends UTDeathmatch;
dependson(mFamilyInfo);
var class<UTFamilyInfo> DefaultFamily;
function SetPlayerDefaults(Pawn PlayerPawn)
{
local class<UTFamilyInfo> FamilyC;
FamilyC = UTPawn(PlayerPawn).GetFamilyInfo();
if(class<mFamilyInfo>(FamilyC) != None)
class<mFamilyInfo>(FamilyC).static.SetPlayerDefaults(PlayerPawn);
PlayerPawn.AirControl = PlayerPawn.Default.AirControl;
PlayerPawn.GroundSpeed = PlayerPawn.Default.GroundSpeed;
PlayerPawn.WaterSpeed = PlayerPawn.Default.WaterSpeed;
PlayerPawn.AirSpeed = PlayerPawn.Default.AirSpeed;
PlayerPawn.Acceleration = PlayerPawn.Default.Acceleration;
PlayerPawn.AccelRate = PlayerPawn.Default.AccelRate;
PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ;
/* if ( BaseMutator != None )
BaseMutator.ModifyPlayer(PlayerPawn);*/
PlayerPawn.PhysicsVolume.ModifyPlayer(PlayerPawn);
}
function AddDefaultInventory(Pawn PlayerPawn)
{
local class<inventory> inv;
local class<UTFamilyInfo> FamilyC;
local UTFamilyInfo Family;
FamilyC = UTPawn(PlayerPawn).GetFamilyInfo();
if(FamilyC != None)
{
/* foreach mFamilyInfo(FamilyC).FamilyInventory(inv)
if(PlayerPawn.InventoryMgr.FindInventoryType(inv) == None)
PlayerPawn.InventoryMgr.CreateInventory(inv);*/
Family = new(PlayerPawn) FamilyC;
if(mFamilyInfo(Family) != None)
{
foreach mFamilyInfo(Family).FamilyInventory(inv)
if(PlayerPawn.InvManager.FindInventoryType(inv) == None)
PlayerPawn.InvManager.CreateInventory(inv);
}
}
else
{
foreach DefaultInventory(inv)
if(PlayerPawn.InvManager.FindInventoryType(inv) == None)
PlayerPawn.InvManager.CreateInventory(inv);
}
PlayerPawn.Controller.ClientSwitchToBestWeapon();
// PlayerPawn.AddDefaultInventory();
}
Code:
class mFamilyInfo extends UTFamilyInfo;
var float AirControl,
GroundSpeed,
WaterSpeed,
AirSpeed,
Acceleration,
AccelRate,
JumpZ,
DodgeSpeed,
DodgeSpeedZ;
var array< class<Inventory> > FamilyInventory;
static function SetPlayerDefaults(Pawn P)
{
// if(SkeletalMesh(P.Mesh) != none)
// SkeletalMesh(P.Mesh) = default.CharacterMesh;
if(UTPawn(P) != none)
UTPawn(P).SetCharacterMeshInfo(default.CharacterMesh, default.BaseMICParent, default.BaseMICParent);
P.AirControl = default.AirControl;
P.GroundSpeed = default.GroundSpeed;
P.WaterSpeed = default.WaterSpeed;
P.AirSpeed = default.AirSpeed;
//P.Acceleration = default.Acceleration;
P.AccelRate = default.AccelRate;
P.JumpZ = default.JumpZ;
UTPawn(P).DodgeSpeed = default.DodgeSpeed;
UTPawn(P).DodgeSpeedZ = default.DodgeSpeedZ;
}
defaultproperties
{
GroundSpeed=350.0 //440.0
AirSpeed=380.0 //440.0
WaterSpeed=220.0
DodgeSpeed=450.0 //600.0
DodgeSpeedZ=245.0 //295.0
AccelRate=1024.0
JumpZ=322.0
}
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