► Archived 2003–2008. The forum is back: read and reply to this thread at forum.lowcaliber.com
Go ![]() | New ![]() | Find ![]() | Notify ![]() | Tools ![]() | Reply ![]() | |
| Peregrine |
http://www.lowcaliber.com/archives/030111is.htm | ||
|
| Treasurer |
It works by class: Switch ( Other.Class ) {
Case Class'RuneI.VikingBroadSword':
If ( bRandomize ) Spawn ( clReplace [ 0 + Rand (2) ],,,Other.Location,Other.Rotation );
Else Spawn ( clReplace [ 0 ],,,Other.Location,Other.Rotation );
return false;So anything that's not explicitly in the RuneI package won't be affected. RAK uses a slightly more sophisticated profile, where there's a list of things it will replace that can be configured in the .ini: WeapRep(0)=(clTarget=Class'RuneI.VikingShortSword',clReplacement=Class'rakVikingShortSword') WeapRep(1)=(clTarget=Class'RuneI.romansword',clReplacement=Class'rakRomanSword') Alternatively, you can specify exceptions to the replacement: clException(0)=Class'RuneI.HandAxe' clException(1)=Class'rakTorch' If you need something like the RAK profile I can probably throw it together; but suffice to say: simply subclassing the weaps in question will bypass the current mutator. | |||
|
| Peregrine |
I'll just export the sword to a different package then, TY. | |||
|
| Powered by Social Strata |
| Please Wait. Your request is being processed... |
|
© Low Caliber Club 2002-4

