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| Peregrine |
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 | ||
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| Treasurer |
Dude; you hit it on the head. | |||
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| Peregrine |
do i have to make it into a mutator before it is activated on my server? | |||
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| Treasurer |
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. | |||
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| Peregrine |
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? | |||
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| Treasurer |
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: Insert something to the effect ofI've always used the Login function in RuneMultiPlayer, however, and inserted a line such as this: NewPlayer = Spawn(clSpawn,,'Player',StartSpot.Location,StartSpot.Rotation); | |||
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| Peregrine |
wood i make a subclass under Mutator and enter that code u said | |||
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| Treasurer |
Exactly. | |||
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| Peregrine |
i get a error unexpected 'switch' lol | |||
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| Treasurer |
Show me what you have. | |||
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| Peregrine |
Unter is the man ^_^ beach is my little homie | |||
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| Peregrine |
//============================================================================= // 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; } | |||
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| Peregrine |
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; } | |||
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| Peregrine |
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; } | |||
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| Peregrine |
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; } | |||
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| Peregrine |
unter its been awhile could ya take a look at my code | |||
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