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rune speed
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Peregrine
Picture of wheresthebeach
posted
function SetMovementMode()
{
if(Weapon != None) {
// Combat Mode
// GroundSpeed = CombatSpeed;
bRotateTorso = True;
SpeedScale = SS_Elliptical;
} else {
bRotateTorso = True;
SpeedScale = SS_Circular;
}
}


shood that make walking backwards slower with a weapon

 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Dude; you hit it on the head.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
do i have to make it into a mutator before it is activated on my server?
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
You'd have to subclass RunePlayer and modify the SetMovementMode function; use a mutator or a new gametype to replace RunePlayer with the new player class at login.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
function SetMovementMode()
{
if(Weapon != None) {
// Combat Mode
// GroundSpeed = CombatSpeed;
bRotateTorso = True;
SpeedScale = SS_Elliptical;
} else {
bRotateTorso = True;
SpeedScale = SS_Circular;
}
}

is a new subclass from RunePlayer
so i did that part right?

so how do i make a mutator activate this code?
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Holy shit; bRotateTorso is brilliant.  Be interesting to see if it has the desired effect; RuneLookMesh.uc says bRotateTorso only makes the “Torso turn[...] during look”.

I've never tried with a mutator (just game type); but the function you'd take a look at might be:
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	return true;
}
Insert something to the effect of
switch (Other.class) {
	case Ragnar:
		spawn(class'myPackage.myRagnar',,, other.location, other.rotation);
		return false;
}
I've always used the Login function in RuneMultiPlayer, however, and inserted a line such as this:
NewPlayer = Spawn(clSpawn,,'Player',StartSpot.Location,StartSpot.Rotation);
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
wood i make a subclass under Mutator and enter that code u said
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Exactly.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
i get a error unexpected 'switch'
lol Razz
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Show me what you have.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of Methril
Online Status For 145666303
posted Hide Post
Unter is the man ^_^

beach is my little homie
 
Posts: 15 | Location: Edmonton,Alberta,Canada | Registered: Mon September 15 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
//=============================================================================
// beachspeedmut.
//=============================================================================
class beachspeedmut expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
return true;
}

switch (Other.class) {
case beachspeed:
spawn(class'beachspeedpak.beachspeed',,, other.location, other.rotation);
return false;
}
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
now i got this
class beachwalkmut expands Mutator;

function PreBeginPlay()
{
Super.PreBeginPlay();
}
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Runes'))
{
return false;
}

return true;
}
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
ok lol forget those other 2 codes
this is what i have now
============
class beachspeedmut expands Mutator;

function ModifyPlayer(Pawn Other)
{

Super.ModifyPlayer(Other);

if(Level.NetMode != NM_StandAlone)
other.SpeedScale = SS_Elliptical; // SS_Circular; // No elliptical movement in netplay
else
other.SpeedScale = SS_Circular; // SS_Elliptical;
}
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
this is what i got now

Function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{



//switch (RuneI.RunePlayer)

//case Ragnar:
// ReplaceWith(Other, "beachspeedmutpak.beachspeedplayer");

spawn(class'beachspeedmutpak.beachspeedplayer');
return false;
}
Return true;
}
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
Peregrine
Picture of wheresthebeach
posted Hide Post
unter its been awhile
could ya take a look at my code
 
Posts: 14 | Location: bucuresti | Registered: Sat September 13 2003Reply With QuoteReport This Post
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