Creating a mutator:

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Creating a mutator:

Postby {HK} » Sat Mar 27, 10 7:01 pm

I can't get this to spawn and summoning it crashes my server. Does anyone have any ideas? Do I need to have a spawn command? Is it possible to view this in DXMTL's mutator list also?

Code: Select all

//=============================================================================
// Replacer. A (M)P mutator, replace the original DX weapons,
//ammo with tnag actors and modify the pawns inventory. Copyright (C) 2002 Hejhujka AND {HK}
//=============================================================================

class test extends Mutator;



function PostBeginPlay()
{
  Super.PostBeginPlay();



function bool CheckReplacement(Actor Other, out byte bSuperRelevant) {
    if ( Other.IsA('Weapon') ) {
        if ( Other.IsA('weaponrifle') ) {
            ReplaceWith( Other, "clyzmsmod.weaponrifle" );
            return false;
        }
    }
    return true;
}

}

Last edited by {HK} on Sat Apr 03, 10 6:38 am, edited 2 times in total.
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Postby {HK} » Sat Apr 03, 10 6:37 am

/thread.

I did it!
Last edited by {HK} on Sat Apr 03, 10 4:15 pm, edited 1 time in total.
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Postby {HK} » Sat Apr 03, 10 5:20 pm

*works*
Last edited by {HK} on Sat Apr 03, 10 6:59 pm, edited 1 time in total.
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Postby DxPlayer » Sat Apr 03, 10 11:16 pm

Hey, can you post the code? :P

I'm needing something similar.

Thx
Last edited by DxPlayer on Sat Apr 03, 10 11:17 pm, edited 1 time in total.
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Postby {HK} » Sun Apr 04, 10 5:36 am

Sure. Try this link, this guy RedGreasel is a great programmer. His code in this thread works like a charm and is much better than the above code:

http://edhclan.com/forums/viewtopic.php?f=25&t=58&start=10
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Postby DxPlayer » Mon Apr 05, 10 9:04 pm

Thanks!
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