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Thread: Replacement

  1. #1
    legacy-Pheonix Dark
    Guest

    Replacement

    Is there a way to replace an existing mutator, or edit it without having to make a duplicate? Like change the combo for the Speed adrenalene move.

  2. #2
    legacy-The_Songster
    Guest
    just make a new class that extends what ever you want to modify and change stuff in default properties or w/e

  3. #3
    legacy-Pheonix Dark
    Guest
    What if I want to take something out, like make it so you cannot activate 'speed' by pressing forward four times, but only if you press something like forward back jump duck or whatever. Actually replace the original combo.

  4. #4
    legacy-The_Songster
    Guest
    i'm confused, you mean you want to keep the speed combo, but want to change the activation keys to something else or do you mean you want to create a whole new combo?

  5. #5
    legacy-THENUCK
    Guest
    I think he is asking how to make the code disregard a command instead of writing over one. Like he doesn't want speed to activate at all... or somthing like that.

  6. #6
    legacy-Pheonix Dark
    Guest

    Ooh, forgot to reply! Sorry.

    Okay, I want to make it (for example) so that in order to activate the Speed adrenalene power you have to press 'forward back forward back', or a combination of keys that don't activate a different adrenalene power. But I want it so when you press forward four times, it doesn't activate Speed. ONLY when you do the new combination.

    How do I replace the original combo with a new combo, and not have the old one?

  7. #7
    legacy-The_Songster
    Guest
    ok there's a class in xGame called ComboSpeed w/ default properties of
    Code:
    defaultproperties
    {
    	Duration=16
        ExecMessage="Speed!"
        ComboAnnouncementName=Speed
        keys(0)=1
        keys(1)=1
        keys(2)=1
        keys(3)=1
    }
    now make a new calss that extends ComboSpeed so you would have

    Code:
    class MyComboName extends ComboSpeed
    
    defaultproperties
    {
    	Duration=16
        ExecMessage="Speed!"
        ComboAnnouncementName=Speed
        keys(0)=1
        keys(1)=2
        keys(2)=3
        keys(3)=4
    }
    you just replace the keys array w/ whatever you want to activate it
    when you this class is called, it takes the defaultproperties and overrides the parent class if its present in the parent class

  8. #8
    legacy-T-Bone7
    Guest
    But the speed combo would still exist and still be executed with forward^4. What you would have to do is put something like this in a mutator:

    Code:
    function PostBeginPlay()
    {
    Super.PostBeginPlay();
    
    class'XGame.ComboSpeed'.default.keys[0] = 1;
    class'XGame.ComboSpeed'.default.keys[1] = 2;
    class'XGame.ComboSpeed'.default.keys[2] = 1;
    class'XGame.ComboSpeed'.default.keys[3] = 2;
    }
    BTW, here's what the numbers mean:
    1 == Up
    2 == Down;
    4 == Left;
    8 == Right;

  9. #9
    legacy-The_Songster
    Guest
    Originally posted by T-Bone7
    But the speed combo would still exist and still be executed with forward^4. What you would have to do is put something like this in a mutator:

    Code:
    function PostBeginPlay()
    {
    Super.PostBeginPlay();
    
    class'XGame.ComboSpeed'.default.keys[0] = 1;
    class'XGame.ComboSpeed'.default.keys[1] = 2;
    class'XGame.ComboSpeed'.default.keys[2] = 1;
    class'XGame.ComboSpeed'.default.keys[3] = 2;
    }
    BTW, here's what the numbers mean:
    1 == Up
    2 == Down;
    4 == Left;
    8 == Right;
    ooh right, my bad

  10. #10
    legacy-Pheonix Dark
    Guest
    Ah. Okay. Thanks a lot.

    BTW, what are the numbers for Jump and Duck? And possibly Fire? Do they exist?

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