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Peregrine
Picture of NuTT98
posted
http://www.lowcaliber.com/archives/030111is.htm
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
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.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
posted Hide Post
I'll just export the sword to a different package then, TY.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
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