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Pickup Replacer
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RattleSN4K3 repliedThe 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
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-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
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(UTDeployableXRayVolumeBase)
UTGameContent
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UTDeployableEMPMine
UTDeployableEnergyShield
UTDeployableShapedCharge
UTDeployableSlowVolume
UTDeployableSpiderMineTrap
UT3Gold
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UTDeployableLinkGenerator
UTDeployableXRayVolume
Vehicles (not supported)
======================
Engine
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-Vehicle
-SVehicle
GameFramework
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// -GameVehicle
UTGame
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;-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
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;-(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
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;UTVehicle_Eradicator_Content
;UTVehicle_StealthBenderGold_Content
Vehicles weapons (not supported)
======================
UTGame
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// -UTWeaponPawn
// -UTClientSideWeaponPawn
;UTVWeap_NightshadeGun
;(UTVWeap_SPMACannon)
;UTVWeap_TowCable
UTGameContent
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;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
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;UTVWeap_EradicatorCannon_Content
;UTVWeap_StealthBenderGold_Content
Pickup Factories
======================
UTGame
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-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
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-UTWeaponLocker_Content
UTArmorPickup_ShieldBelt
UTAmmo_AVRiL
UTAmmo_BioRifle_Content
UTPickupFactory_Berserk
UTPickupFactory_Invisibility
UTPickupFactory_Invulnerability
UTPickupFactory_JumpBoots
UTPickupFactory_SuperHealth
UTPickupFactory_UDamage
UT3Gold
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UTPickupFactory_SlowField
Vehicle factories
======================
UTGame
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-UTVehicleFactory
;(UTVehicleFactory_TrackTurretBase)
UTGameContent
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;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
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;UTVehicleFactory_Eradicator
;UTVehicleFactory_StealthBenderGold
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LordBret repliedThanks !
But......
You can post the name of everything "ITEM" and of everything "DEPLOYABLE" please. Or you can say to me where to find them, I have the name of all the weapons but no items nor deployable.
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RattleSN4K3 repliedJust a quick howto:
In order to replace specific items/pickups/powerups/etc. you have to add a line to your ini under the section "[SuperDuperPickupSwitcher.SuperDuperPickupSwitcher]".
This line has 3 custom values you have to edit. Each line begins with "ReplaceThisStuff=" which represents one type of item to be replaced/removed. To let the mutator know, what item to be replaced/removed, you have to change the property "OldClassName" to your class name. In order to get the correct class names, you need to know a bit of the unrealscript or the INI system. The class name needs to be exact.
Some of the available stock class names can be found on this post by NickG (these are not all):
http://forums.epicgames.com/threads/...1#post27582011
Because factories (this thing which will spawn a item/weapon/powerup/pickup/etc.) are different for each type of item, you have to define the type in of the factory by changing the property "NewClassType" of the INI line. Possible values: "ITEM" or "WEAPON" or "DEPLOYABLE" (more to come - hopefully)
Some items do have a custom/own factory, so this needs to be spawned directly.
The property "NewClassPath" defines the objects to be spawned instead. IF you set it to "", the object of type set by "OldClassName" will be removed. Otherwise, the value has to be set to a fully qualified name. Every "NewClassPath" looks like this: PACKAGENAME.CLASSNAME. For custom or stock values, you can check the ini files.
Example LoTrap weapon.
Code:[Weap_LoTrap UTUIDataProvider_Weapon] ClassName=LoTrap.Weap_LoTrap AmmoClassPath= Flags= FriendlyName=Weap_LoTrap Description="Lotrap Gun" MeshReference= bRemoveOn360=False bRemoveOnPC=False bRemoveOnPS3=False
Some examples:
Removing X
Code:ReplaceThisStuff=(OldClassName="UTPickupFactory_HealthVial",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTWeap_Stinger",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTAmmo_Stinger",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTPickupFactory_JumpBoots",NewClassPath="SuperDuperPickupSwitcher.NUTArmorPickup_ShieldBelt",NewClassType="ITEM")
Code:ReplaceThisStuff=(OldClassName="UTWeap_Redeemer_Content",NewClassPath="UTGame.UTWeap_InstagibRifle",NewClassType="WEAPON")
Code:ReplaceThisStuff=(OldClassName="UTDeployableEMPMine",NewClassPath="UTGameContent.UTDeployableSlowVolume",NewClassType="DEPLOYABLE")
(not implemented to remove "child" objects - *wink* NickG)
Code:ReplaceThisStuff=(OldClassName="UTPickupFactory",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTVehicleFactory_Goliath",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTVehicleFactory_Goliath",NewClassPath="UTVehicleFactory_Manta",NewClassType="VEHICLE")
Code:ReplaceThisStuff=(OldClassName="UTVehicleFactory",NewClassPath="",NewClassType="")
Code:ReplaceThisStuff=(OldClassName="UTOnslaughtPowernode",NewClassPath="UTVehicleFactory_Manta",NewClassType="VEHICLE")
Code:ReplaceThisStuff=(OldClassName="UTOnslaughtCountdownNode",NewClassPath="UTVehicleFactory_Manta",NewClassType="VEHICLE")
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@NickG:
Some features, mentioned above, could be added.
As you check for an the direct name, it's not possible to remove all "child" objects (currently possible by adding several lines).
You could check the child class.
Code:ClassIsChildOf(class TestClass, class ParentClass)
I didn't understand at first why you added custom factories (when i looked at the compiled U files in the notepad - no defaultproperties). But it may be possible to set bStatic and bNoDelete by using an Actor template
Code:class NStaticActorTemplace extends Actor defaultproperties { bNoDelete=False bStatic=False }
Code:class MyMut extends UTMutator; var Actor MyTemplate; function PostBeginPlay() { local Actor a; MyTemplate = Spawn(class'NStaticActorTemplace'); a = Spawn(class'UTDeployablePickupFactory',,,,,MyTemplate); }
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@TKBS
The FairSpawnTime mutator isn't published. That's why there is no in depth explanation. There were basic examples.
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Originally posted by NickG via ini fileDonsider this an alpha and feel free to build upon source and fix for bots, add UI, etc. I may not get around to it, myself.
PS: i'm not a coder/creator of this mutator. All work is done by NickG.
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TKBS replied- I have noticed many people have problems with "custom INI mutators"; - i can recall at least 2 other occasions where users get very confused
by this type of mutator.
@ RattleSN4k3 @ Nick.G; it might be beneficial to include a more in depth explanation [read me] with these and similar mutators.
- given that for users it is clearly more difficult than the average mutator
-an example @ RS = [fair spawn time]-i remember having the same 'confusion' issues with this.
- now //@ the confused people.....this might help gain understanding
read this by Nick.G maybe it will help
http://forums.epicgames.com/threads/...acing-powerups
- hopefully this will help until the creators [RS + Nick] find a suitable method of explanation.
- i have not used the mutator; but it sounds like a good idea.
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LordBret repliedI does not understand very well your explanation in the ini file.
How is it necessary to configure your mutateur to replace a weapon by a deployable? Can you explain me it with example please?
Thanks.
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tmohrsy repliedSweet! I was hoping somebody would make this type of mutator.
How do I use it? I tried just playing with the mutator on (with lots of others), also I couldn't really understand any thing in the ini file.
What is breaking pathing for bots? haha does it just mean bots won't use it? Thanks for making the mutator.
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NickG repliedUGH!...finally got it. forgot about "bMovable"... set it in the default properties of the spawned class and everything is working now.
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NickG repliedended up adding rotation and drawscale: (DM-CBP3-SALVATION has a scaled and rotated one shown here.)
Will probably eventually add the rest like Drawscale3d, relativeblahblah, translation, etc.
I still have not implemented actor template. Think I will try it next. I cannot complete a SetBase on the original pickup nor the original pickups Base (I get a SetBase failed! blah blah is a static actor.) I have added some logs before/after setbase and set some properties on the spawned actor before running setbase. My spawned actor is static despite bStatic is set to false before and after I attempt setbase ( I think bStatic may not even relate to the "static actor" in the scriptlog message anyway.) I also tried setting PHYS_Interpolating on my spawned actor before setbase, and checking the condition before running setbase, yet the actor is still not movable; cannot complete setbase. Not sure what I am missing. On the plus side, bots are ok and can use the new pickups, at least this is true in the cases I have tested thus far.
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NickG repliedThanks. I uploaded a new zip with source in the original post; did not make any changes yet. I forgot about all sideways/moving/scaled pickups, I will definitely see about setting base, and rotation, and scaling. I am not sure what I can do about any directly animated ones (those which do not rely on a base, if any) apart from setting the original pickup as base of the new pickup and hiding/disabling the orginal, or perhaps iterating through kismet and setting as sequence obj vars and attaching to any events, which I suppose I should do anyway for some of the fancy maps. How do I spawn with template of the old class; should setting owner to other take care of this? I will add it. Also I can try adding the originalfactory/replacementfactory stuff to see if helps the bots. I've done some map-specific stuff before but I did not finish adding it to this. Going further and checking name/tag are a good idea and a step toward the goal of later creating a generic content replacer/adder. With such a later mod, I wish to also extend some gametypes, allow for addition of the parent class game objectives to specific pathnode or vector, then play on existing maps without forcing clients to download another copy of basically the same map. AI might have trouble with some gametypes, but at the least, pathing for reliquary BR should probably still work.
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RattleSN4K3 repliedGreat. Good work. Works like intended.Some things to add/correct.
- The source code is missing
- Hard attached actors may not work always on moving base actors (like in VCTF-Rails which isn't working for Invis and Jumpboots on the boat)
something like this (and for all other spawning code)
Code:local bool SpawnAttached; SpawnAttached = Other.bHardAttach; DEPLOYABLEPICKUPTOSPAWN.SetHardAttach(SpawnAttached);
- Rotation should be applied as well (for top down pickups etc.)
- didn't test it if it's working for non-static actors, but spawning the new classes with the template of the old class could apply all other properties (editable and non-etiable props)
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Code:
DEPLOYABLEPICKUPTOSPAWN = Spawn(class'NUTDeployablePickupFactory',Other.Owner,,SpawnLocation,SpawnRotation,Other);
- As you tried to implement something like a map-specific replacement, you could add name replacement, in order to replace specific objects.
- New feature: generic actor replacement/removal
- New feature: Adding ever actor class on specific locations (/navpoints)
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Pickup Replacer
SUPERDUPERPICKUPSWITCHER.zip
Hi. This is a mutator which removes config-specified pickps and spawns other config-specified pickups in their place. Feel free to improve upon this mutator or create task-oriented jobs from the included source. It may be a while before I get around to any improvements, myself. Do contact me if you have come up with something nice. This method of replacement currently probably breaks pathing for bots. (this is perhaps fixable ala the ammo replacement in stock weapon replacement mutator) Usage info is included in the ini which currently must be hand-edited.Tags: None
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