Hi everybody, I'm working on a mutator that will give all weapons headshot capability. I have a few questions so here goes:
1) Can the "TakeDamage" event be overloaded?
2) How do I determine what type of weapon the player was hit by?
3) How do I determine if a headshot multiplier has already been applied if I overload the event?
4) When I create this mutator, what classes do I extend?
5) Related to 4), do I need to create a new gametype, such as in the Vampire mutator?
6) How can I get the mutator to automatically list all weapons currently available in the game? This is so that users can customize the headshot damage for each weapon.
Question 3) is kinda tricky I think because I want this mutator to be flexible enough to handle ANY weapon in UT, current or future.
I'd appreciate any help you guys could give. Thanks!
- Tiberius
1) Can the "TakeDamage" event be overloaded?
2) How do I determine what type of weapon the player was hit by?
3) How do I determine if a headshot multiplier has already been applied if I overload the event?
4) When I create this mutator, what classes do I extend?
5) Related to 4), do I need to create a new gametype, such as in the Vampire mutator?
6) How can I get the mutator to automatically list all weapons currently available in the game? This is so that users can customize the headshot damage for each weapon.
Question 3) is kinda tricky I think because I want this mutator to be flexible enough to handle ANY weapon in UT, current or future.
I'd appreciate any help you guys could give. Thanks!
- Tiberius
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