Enforcer - Howto
I've had a few questions about the Enforcer and how to do it.
Sometime back, Anuban pointed me to a post at: http://gearsforums.epicgames.com/sho...d.php?t=598091
Basically you place a weapon pickup and assign a weapon to it. Then right click that weapon base and select "copy".
Go back to your Windows Desktop and open Notepad and then paste into notepad. You will now have a bunch of text within Notepad.
You want to change the weapon pickup to:
WeaponPickupClass=Class'UTGame.UTWeap_Enforcer'
Then recopy your Notepad text and go back to the Editor. Right click and "Paste Here". You should now have a weapon base that should spawn the enforcer.
Basically you can transition it from UnrealEd to Notepad with the Copy/Paste function. It's a hack but it does work. Just make sure you save your level and test it prior, but it worked fine for me. You may be able to just copy the above code and paste direct into the editor, but I have not checked for conflict with the assigned names.
It might be safer to create the weapon base, copy the code, delete the weapon base, then paste the new.
I've had a few questions about the Enforcer and how to do it.
Sometime back, Anuban pointed me to a post at: http://gearsforums.epicgames.com/sho...d.php?t=598091
Code:
Begin Map Begin Level Begin Actor Class=UTWeaponPickupFactory Name=UTWeaponPickupFactory_7 Archetype=UTWeaponPickupFactory'UTGame.Default__UTWeaponPickupFactory' Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=DynamicLightEnvironmentComponent_61 Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWeaponPickupFactory:PickupLightEnvironment' Name="DynamicLightEnvironmentComponent_61" ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWeaponPickupFactory:PickupLightEnvironment' End Object Begin Object Class=ParticleSystemComponent Name=GlowEffect ObjName=ParticleSystemComponent_0 Archetype=ParticleSystemComponent'UTGame.Default__UTWeaponPickupFactory:GlowEffect' bJustAttached=True OldPosition=(X=1263.397461,Y=-1066.138062,Z=-880.000000) LightingChannels=(bInitialized=True,Dynamic=True) Name="ParticleSystemComponent_0" ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTWeaponPickupFactory:GlowEffect' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent_124 ObjName=StaticMeshComponent_124 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' Begin Object Class=MaterialInstanceConstant Name=MaterialInstanceConstant_7 ObjName=MaterialInstanceConstant_7 Archetype=MaterialInstanceConstant'Engine.Default__MaterialInstanceConstant' Parent=Material'PICKUPS.WeaponBase.Materials.M_Pickups_WeaponBase_Glow' Name="MaterialInstanceConstant_7" ObjectArchetype=MaterialInstanceConstant'Engine.Default__MaterialInstanceConstant' End Object StaticMesh=StaticMesh'PICKUPS.Health_Large.Mesh.S_Pickups_Base_HealthGlow01' Materials(0)=MaterialInstanceConstant'MaterialInstanceConstant_7' bAcceptsDecals=False CastShadow=False bAcceptsLights=False CollideActors=False BlockActors=False BlockZeroExtent=False BlockNonZeroExtent=False BlockRigidBody=False Name="StaticMeshComponent_124" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=StaticMeshComponent_115 Archetype=StaticMeshComponent'UTGame.Default__UTWeaponPickupFactory:BaseMeshComp' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_61' LightingChannels=(bInitialized=True) Name="StaticMeshComponent_115" ObjectArchetype=StaticMeshComponent'UTGame.Default__UTWeaponPickupFactory:BaseMeshComp' End Object Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CylinderComponent_4 Archetype=CylinderComponent'UTGame.Default__UTWeaponPickupFactory:CollisionCylinder' LightingChannels=(bInitialized=True,Dynamic=True) Name="CylinderComponent_4" ObjectArchetype=CylinderComponent'UTGame.Default__UTWeaponPickupFactory:CollisionCylinder' End Object Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderingComponent_115 Archetype=PathRenderingComponent'UTGame.Default__UTWeaponPickupFactory:PathRenderer' LightingChannels=(bInitialized=True,Dynamic=True) Name="PathRenderingComponent_115" ObjectArchetype=PathRenderingComponent'UTGame.Default__UTWeaponPickupFactory:PathRenderer' End Object WeaponPickupClass=Class'UTGame.UTWeap_Enforcer' BaseGlow=ParticleSystemComponent'ParticleSystemComponent_0' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_61' PathList(0)=ReachSpec'ReachSpec_3681' PathList(1)=ReachSpec'ReachSpec_3682' visitedWeight=10000000 CylinderComponent=CylinderComponent'CylinderComponent_4' MaxPathSize=(Radius=72.000000,Height=44.000000) NavGuid=(A=1535896318,B=1310355258,C=2085330875,D=841397379) NetworkID=1 Components(0)=CylinderComponent'CylinderComponent_4' Components(1)=PathRenderingComponent'PathRenderingComponent_115' Components(2)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_61' Components(3)=StaticMeshComponent'StaticMeshComponent_115' Components(4)=ParticleSystemComponent'ParticleSystemComponent_0' Base=WorldInfo'WorldInfo_11' Tag="UTWeaponPickupFactory" Location=(X=1263.397461,Y=-1066.138062,Z=-836.000000) CollisionComponent=CylinderComponent'CylinderComponent_4' Name="UTWeaponPickupFactory_7" ObjectArchetype=UTWeaponPickupFactory'UTGame.Default__UTWeaponPickupFactory' End Actor End Level Begin Surface End Surface End Map
Go back to your Windows Desktop and open Notepad and then paste into notepad. You will now have a bunch of text within Notepad.
You want to change the weapon pickup to:
WeaponPickupClass=Class'UTGame.UTWeap_Enforcer'
Then recopy your Notepad text and go back to the Editor. Right click and "Paste Here". You should now have a weapon base that should spawn the enforcer.
Basically you can transition it from UnrealEd to Notepad with the Copy/Paste function. It's a hack but it does work. Just make sure you save your level and test it prior, but it worked fine for me. You may be able to just copy the above code and paste direct into the editor, but I have not checked for conflict with the assigned names.
It might be safer to create the weapon base, copy the code, delete the weapon base, then paste the new.
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