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Thread: Pickup Replacer

  1. #11
    RattleSN4K3
    Guest
    The following list is quite completed and contains mostly all items/weapons/etc. of UT3. The green values are supported. For pickup factories, use the values NickG mentioned in the ini file of the mutator.


    // not used
    () use the child class
    ; not implemented
    -is base class; not implemented to use this


    Weapons
    ======================
    UTGame
    -----------------
    -UTDeployable
    -UTBeamWeapon
    -UTVehicleWeapon
    (UTWeap_Avril)
    // UTWeap_BioRifle
    UTWeap_Enforcer
    UTWeap_FlakCannon
    UTWeap_ImpactHammer
    UTWeap_InstagibRifle
    UTWeap_LinkGun

    (UTWeap_Redeemer)
    UTWeap_RocketLauncher
    UTWeap_ShockRifle
    UTWeap_SniperRifle
    UTWeap_Stinger

    (UTWeap_Translocator)


    UTGameContent
    -----------------
    UTWeap_Avril_Content
    UTWeap_BioRifle_Content
    UTWeap_Physicsgun
    UTWeap_Redeemer_Content
    UTWeap_Translocator_Content





    Deployables
    ======================

    UTGame
    -----------------
    (UTDeployableXRayVolumeBase)


    UTGameContent
    -----------------
    UTDeployableEMPMine
    UTDeployableEnergyShield
    UTDeployableShapedCharge
    UTDeployableSlowVolume
    UTDeployableSpiderMineTrap



    UT3Gold
    -----------------
    UTDeployableLinkGenerator
    UTDeployableXRayVolume





    Vehicles (not supported)
    ======================
    Engine
    -----------------
    -Vehicle
    -SVehicle


    GameFramework
    -----------------
    // -GameVehicle


    UTGame
    -----------------
    ;-UTVehicleBase
    ;-UTVehicle
    ;-UTAirVehicle
    ;-UTHoverVehicle
    ;-UTVehicle_Deployable
    ;-UTStealthVehicle
    ;-(UTVehicle_TrackTurretBase)
    ;-(UTVehicle_Walker)
    ;(UTVehicle_Cicada)
    ;(UTVehicle_DarkWalker)
    ;(UTVehicle_Eradicator)
    ;(UTVehicle_Fury)
    ;(UTVehicle_Goliath)
    ;(UTVehicle_HellBender)
    ;UTVehicle_Hoverboard
    ;(UTVehicle_Leviathan)
    ;(UTVehicle_Manta)
    ;(UTVehicle_NightShade)
    ;(UTVehicle_Raptor)
    ;(UTVehicle_Scavenger)
    ;(UTVehicle_Scorpion)
    ;(UTVehicle_SPMA)
    ;(UTVehicle_StealthBender)
    ;(UTVehicle_Viper)
    ;(UTRemoteRedeemer)


    UTGameContent
    -----------------
    ;-(UTVehicle_ShieldedTurret)
    ;-(UTVehicle_Turret)
    ;UTRemoteRedeemer_Content
    ;UTVehicle_Cicada_Content
    ;UTVehicle_DarkWalker_Content
    ;UTVehicle_Fury_Content
    ;UTVehicle_Goliath_Content
    ;UTVehicle_HellBender_Content
    ;UTVehicle_Leviathan_Content
    ;UTVehicle_Manta_Content
    ;UTVehicle_Nemesis
    ;UTVehicle_NightShade_Content
    ;UTVehicle_Paladin
    ;UTVehicle_Raptor_Content
    ;UTVehicle_Scavenger_Content
    ;UTVehicle_Scorpion_Content
    ;UTVehicle_ShieldedTurret_Rocket
    ;UTVehicle_ShieldedTurret_Shock
    ;UTVehicle_ShieldedTurret_Stinger
    ;UTVehicle_SPMA_Content
    ;UTVehicle_StealthBender_Content
    ;UTVehicle_Viper_Content


    UT3Gold
    -----------------
    ;UTVehicle_Eradicator_Content
    ;UTVehicle_StealthBenderGold_Content




    Vehicles weapons (not supported)
    ======================
    UTGame
    -----------------
    // -UTWeaponPawn
    // -UTClientSideWeaponPawn
    ;UTVWeap_NightshadeGun
    ;(UTVWeap_SPMACannon)
    ;UTVWeap_TowCable


    UTGameContent
    -----------------
    ;UTVWeap_CicadaMissileLauncher
    ;UTVWeap_CicadaTurret
    ;UTVWeap_DarkWalkerPassGun
    ;UTVWeap_DarkWalkerTurret
    ;UTVWeap_FuryGun
    ;UTVWeap_GoliathMachineGun
    ;UTVWeap_GoliathTurret
    ;UTVWeap_HellBenderPrimary
    ;UTVWeap_LeviathanPrimary
    ;(UTVWeap_LeviathanTurretBase)
    ;UTVWeap_LeviathanTurretBeam
    ;UTVWeap_LeviathanTurretRocket
    ;UTVWeap_LeviathanTurretShock
    ;UTVWeap_LeviathanTurretStinger
    ;UTVWeap_MantaGun
    ;UTVWeap_NemesisTurret
    ;UTVWeap_NightshadeGun_Content
    ;UTVWeap_PaladinGun
    ;UTVWeap_RaptorGun
    ;UTVWeap_RocketTurret
    ;UTVWeap_SPMACannon_Content
    ;UTVWeap_ScavengerGun
    ;UTVWeap_ScorpionTurret
    ;UTVWeap_ShockTurret
    ;(UTVWeap_ShockTurretBase)
    ;UTVWeap_SPMACannon_Content
    ;UTVWeap_SPMAPassengerGun
    ;UTVWeap_ShockTurret
    ;UTVWeap_StealthbenderGun
    ;(UTVWeap_StealthGunContent)
    ;UTVWeap_TurretPrimary
    ;UTVWeap_TurretShock
    ;UTVWeap_TurretStinger
    ;UTVWeap_ViperGun


    UT3Gold
    -----------------
    ;UTVWeap_EradicatorCannon_Content
    ;UTVWeap_StealthBenderGold_Content




    Pickup Factories
    ======================
    UTGame
    -----------------
    -UTAmmoPickupFactory
    -UTArmorPickupFactory
    -UTHealthPickupFactory
    -(UTDeployableNodeLocker)
    -UTDeployablePickupFactory
    -UTItemPickupFactory
    -UTPickupFactory
    -UTPowerupPickupFactory
    -(UTWeaponLocker)
    -UTWeaponPickupFactory
    UTArmorPickup_Helmet
    UTArmorPickup_Thighpads
    UTArmorPickup_Vest
    // UTAmmo_BioRifle
    UTAmmo_Enforcer
    UTAmmo_FlakCannon
    UTAmmo_LinkGun
    UTAmmo_RocketLauncher
    UTAmmo_ShockRifle
    UTAmmo_SniperRifle
    UTAmmo_Stinger
    UTPickupFactory_HealthVial
    UTPickupFactory_MediumHealth


    UTGameContent
    -----------------
    -UTWeaponLocker_Content
    UTArmorPickup_ShieldBelt
    UTAmmo_AVRiL
    UTAmmo_BioRifle_Content
    UTPickupFactory_Berserk
    UTPickupFactory_Invisibility
    UTPickupFactory_Invulnerability
    UTPickupFactory_JumpBoots
    UTPickupFactory_SuperHealth
    UTPickupFactory_UDamage


    UT3Gold
    -----------------
    UTPickupFactory_SlowField




    Vehicle factories
    ======================
    UTGame
    -----------------
    -UTVehicleFactory
    ;(UTVehicleFactory_TrackTurretBase)


    UTGameContent
    -----------------
    ;UTVehicleFactory_Cicada
    ;UTVehicleFactory_DarkWalker
    ;UTVehicleFactory_Fury
    ;UTVehicleFactory_Goliath
    ;UTVehicleFactory_HellBender
    ;UTVehicleFactory_Leviathan
    ;UTVehicleFactory_Manta
    ;UTVehicleFactory_Nemesis
    ;UTVehicleFactory_NightShade
    ;UTVehicleFactory_Paladin
    ;UTVehicleFactory_Raptor
    ;UTVehicleFactory_Scavenger
    ;UTVehicleFactory_Scorpion
    ;UTVehicleFactory_ShieldedTurret_Rocket
    ;UTVehicleFactory_ShieldedTurret_Shock
    ;UTVehicleFactory_ShieldedTurret_Stinger
    ;UTVehicleFactory_SPMA
    // UTVehicleFactory_StealthBender
    ;UTVehicleFactory_Turret
    ;UTVehicleFactory_Viper


    UT3Gold
    -----------------
    ;UTVehicleFactory_Eradicator
    ;UTVehicleFactory_StealthBenderGold

  2. #12
    LordBret
    Guest
    Thank you very much

  3. #13
    NickG
    Guest
    Hi, here is my latest build/source. Careful folks, I've not even renamed it, so don't put it on any server without building from source with new name. For personal experimentation/use, just overwrite the .u file;
    SDPSMAY4.zip
    Notes/News:
    NewClassType= handler is gone. It is no longer necessary and will no longer work lest you script it back in for some reason (building this up into an adder rather than just a replacer, for example.)
    MapName= specifier works like this:
    Code:
    ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="SuperDuperPickupSwitcher.NUTWeap_InstagibRifle",MapName="vCTF-Rails")
    ReplaceThisStuff=(OldClassName="UTPickupFactory_Invisibility",NewClassPath="SuperDuperPickupSwitcher.NUTPickupFactory_UDamage",MapName="vCTF-Rails")
    ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="SuperDuperPickupSwitcher.NUTPickupFactory_UDamage")
    ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="UTGameContent.UTDeployableSpiderMineTrap",MapName="DM-Deck")
    in the above example, playing Deck we get a spidermine pickup instead of redeemer pickup, playing Rails we get my ammo-limited subclass of instagib rifle instead of redeemer and udamage on the boat instead of invisibility, playing all other maps we get a udamage instead of redeemer pickup. The MapName specifier is case-insensitive but be warned it is not always = filename-minus-extension. It can be viewed in webadmin, worldinfo in editor, utmaplists.ini, and some other places.
    I can try to explain the hierarchy further, but hopefully the above example should suffice. Just know that the mutator may replace the oldclass with the newclass of any generic set you have included (w/o mapname) if the MapName cannot be found. IF one were to add two lines with same oldclassname , generic or map-specific, like:
    Code:
    ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="SuperDuperPickupSwitcher.NUTPickupFactory_UDamage")
    ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="UTGameContent.UTDeployableSpiderMineTrap")
    he or she may receive less predictable results (may even crash, but the latest value in the array should take precedence in this case).

    I have introduced some kismet tests in this build. They should be off by default if I did not overlook something (highly likely, still in ¿rapid? early development) You should be able to enable them by setting ,bDoSomeKismets="True") in the array, or, if I messed up, they will happen anyway. Some properties may propagate to kismet without my interference, also. I am still exploring possibilities here, will probably have to employ some actions to kill some sequences linked to the original pickups in some cases and/or even replace some sequences with script-behavior on a conditional basis, later. Simple Things, like PickupStatusChange->Taken should work presently. I cannot presently remember why weapon pickups do not activate the "available" outputlink of a pickupstatuschange. It has been a while.

    Spawned Pickups should now be scaled,rotated,based and attached, and properly movable/moving. when replacing others. If this is not the case for some replacements (haven't taken time to test all, yet), please inform me. I opted not to forward some properties such as relativerotation,relativelocation,drawscale3d,phys ics, as I've yet to see an example in which these are utilized but unuse may not be the case.

    NUTWeaponPickupFactory should now be movable as above, and now spawns with a default weapon if the newclasspath is invalid, same goes for NUTDeployablePickupFactory, spawns a slowvolume or something, if newclasspath becomes invalid. These two are the classes which will spawn when ~NewClassPath="SomeWeaponBasePath.SomeWeapon" ,or ~NewClassPath="SomeDeployableBasePath.SomeDeployab le, respectively. I added two weapon classes which can be spawned, "SuperDuperPickupSwitcher.NUTWeap_Enforcer" - just to to include pickup mesh, and, "SuperDuperPickupSwitcher.NUTWeap_InstagibRifl e", to include pickup mesh (no fancies) and employ an ammo limit (used as powerup, maybe too unbalanced for normal gametypes, as-is)
    The remainder of classes included by me which can be spawned as newclass can be viewed in source folder, I have added no other new ones, but I have removed the two dummy classes.

  4. #14
    tmohrsy
    Guest
    Cool, thanks for your hard work making this mod so configurable.
    I did test the older version, it seems AI are avoiding the new pickup (DM-Deck). Is it going to be AI compatible?
    I'm going to test out the new update. Thanks again.

    edit: I can't DL the attachment, got an error.

  5. #15
    NickG
    Guest
    okay, updated the link. I do not know if this will ever have full compatibility with bots. I still need to read a bit to see what is feasible, what is accessible at run time.

  6. #16
    NakajimaYusuke
    Guest
    This is a very great Mutator!

    This Mutator is able to increase the kind of weapons in the map.
    The variation of the battle became rich because many weapons appeared in the map.

    I changed all ammo pickups to weapon pickups.
    And,I changed weapon pickups to Runestorm CrucibleWeapon pickups.


    I tried this.

    ReplaceThisStuff=(OldClassName="UTAmmo_Avril",NewC lassPath="UTGameContent.UTWeap_Avril_Content",NewC lassType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_BioRifle_Co ntent",NewClassPath="UTGameContent.UTWeap_BioRifle _Content",NewClassType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_FlakCannon" ,NewClassPath="UTGame.UTWeap_FlakCannon",NewClassT ype="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_LinkGun",Ne wClassPath="UTGame.UTWeap_LinkGun",NewClassType="W EAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_RocketLaunc her",NewClassPath="UTGame.UTWeap_RocketLauncher",N ewClassType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_ShockRifle" ,NewClassPath="UTGame.UTWeap_ShockRifle",NewClassT ype="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_Stinger",Ne wClassPath="UTGame.UTWeap_Stinger",NewClassType="W EAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_SniperRifle ",NewClassPath="UTGame.UTWeap_SniperRifle",NewClas sType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTAmmo_Enforcer",N ewClassPath="CxGame.CxWeap_Melee",NewClassType="WE APON")

    ReplaceThisStuff=(OldClassName="UTWeap_Avril_Conte nt",NewClassPath="CxGame.CxWeap_Pistol",NewClassTy pe="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_BioRifle_Co ntent",NewClassPath="CxGame.CxWeap_Grenade",NewCla ssType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_Enforcer",N ewClassPath="CxGame.CxWeap_Pistol",NewClassType="W EAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_FlakCannon" ,NewClassPath="CxGame.CxWeap_Shotgun",NewClassType ="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_LinkGun",Ne wClassPath="CxGame.CxWeap_Lightninggun",NewClassTy pe="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_RocketLaunc her",NewClassPath="CxGame.CxWeap_RocketLauncher",N ewClassType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_ShockRifle" ,NewClassPath="CxGame.CxWeap_AssaultRifle",NewClas sType="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_Stinger",Ne wClassPath="CxGame.CxWeap_Machinegun",NewClassType ="WEAPON")
    ReplaceThisStuff=(OldClassName="UTWeap_SniperRifle ",NewClassPath="CxGame.CxWeap_SniperRifle",NewClas sType="WEAPON")

    I think if this mutator can change vehicles to weapons and items, it will be more wonderful.
    I want to change some vehicles to items.
    I want to change some vehicles to deployables.

    And, please add a "random replacing function".
    I want to change one item into multiple items by random.

    For example,
    I want to change "HealthVial" to "HealthVial or MediumHealth or SuperHealth".
    I want to change "Helmet" to "Helmet or Thighpads or Vest or ShieldBelt".


    Thank you for the wonderful mutator.

  7. #17
    TKBS
    Guest
    i was looking for a mutator to remove all vehicles- and i found this....

    http://forums.epicgames.com/threads/...ve-for-dueling

    - also this thread...

    http://forums.epicgames.com/threads/...3#post30455203
    ^^ people wanted the translocator for vctf maps
    - so i made the game type [facepalm]- then in some funky round about way - ended up reading this thread....

    - i think the Pickup replacer + TLCTF will solve all the requests from these three threads. [hopefully] lol
    - everything except; - can you use "Giveinventory"- instead of "replace"

    - i dont want to substitute weapons; i would just like to give inventory [if that makes sense]

  8. #18
    RattleSN4K3
    Guest
    Quote Originally Posted by NakajimaYusuke View Post
    This is a very great Mutator!
    I think if this mutator can change vehicles to weapons and items, it will be more wonderful.
    I want to change some vehicles to items.
    I want to change some vehicles to deployables.
    I already have implemented things like vehicle replacement. I gave him the snippet from that code. However, i think NickG is a bit busy to implement these features.

    Quote Originally Posted by NakajimaYusuke View Post
    This is a very great Mutator!
    And, please add a "random replacing function".
    I want to change one item into multiple items by random.
    Nice idea.
    This mutator needs to be as highly customizable as possible.
    I always dislike the way of creating modifications of various maps by just replacing/removing some items. This forces people to have another 15-60 MB diskspace of basically the same map (like the maps of the thread TKBs quoted).


    Most of the request features are available and implement in other mtuators. It can be easily added to this mutator.

  9. #19
    NakajimaYusuke
    Guest
    I uploaded the video of Instant Action using this Mutator.

    Mutators used for this video is these three.
    The Crucible MOD
    SUPERDUPERPICKUPSWITCHER
    Warlord's RandomDrop

    Many kinds of weapons and items have appeared.
    I have enjoyed the choice of weapon.
    For an MOD weapons lover like me, this Mutator is very convenient and very thankful.
    I expect update of this Mutator.

  10. #20
    NickG
    Guest
    Updated with some things. I've lost track of my actor-specific+map-specific work, may include it in later build.
    -added weapon lockers support, see ini file ;;;comments for how to specify weapons/deployables sets
    -respawn time adjustment capability added (must use my subclasses or make your own with same function)
    -added raw pickup addition capability to add pickups in specified positions per map (not sure if I had this in former version)
    -adjusted ammo limit for the included limited instagib rifle (nice super weapon replacement)
    -included a 3-charge limited jumpboot which works ok on multijump mutators which cause the 255-charge bug, and a regular version for those who like the bug or play w/o multijump.
    -I am unsure if I ever released my version with actor-specific removals; it is not supported in this build, map-specific stuff is still here.
    I guess these forums no longer support zip uploads? Get it here:
    http://www.gamefront.com/files/24070...S22FEB2014.zip
    I may have to fix some stuff for online anyway...

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