Now I am facing a problem. The Problem is I cant get my Deagle when I spawn at start or Respawn after Death Automatically.
However the other Weapons are perfectly Replaced of its own type.
Comparing to NW2X,NW3 the player gets W.R.E automatically when spawn at start or after Death.
Same way I also want to do the Same thing.
Here are my Codes which Replaces Botpack Weapons with my Weapons.
Code: Select all
class KissAssMute expands Mutator;
var bool binitialized;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('enforcer') && !Other.IsA('Deagle'))
{
ReplaceWith(Other, "New-Weapons.Deagle");
return False;
}
if (Other.IsA('UT_Jumpboots') && !Other.IsA('Darkboots'))
{
ReplaceWith(Other, "New-Weapons.DarkBoots");
return False;
}
if (Other.IsA('MedBox') && !Other.IsA('DarkMedBox'))
{
ReplaceWith(Other, "New-Weapons.DarkMedBox");
return False;
}
if (Other.IsA('Armor2') && !Other.IsA('DarkArmor'))
{
ReplaceWith(Other, "New-Weapons.DarkArmor");
return False;
}
if (Other.IsA('ThighPads') && !Other.IsA('DarkThighPads'))
{
ReplaceWith(Other, "New-Weapons.DarkThighPads");
return False;
}
if (Other.IsA('UDamage') && !Other.IsA('WLDamage'))
{
ReplaceWith(Other, "WeaponLord.WLDamage");
return False;
}
if (Other.IsA('UT_Biorifle') && !Other.IsA('Biohazardgun'))
{
ReplaceWith(Other, "WeaponLord.Biohazardgun");
return False;
}
if (Other.IsA('ShockRifle') && !Other.IsA('DarkShockRifle'))
{
ReplaceWith(Other, "New-Weapons.DarkShockRifle");
return False;
}
if (Other.IsA('ShockCore') && !Other.IsA('DarkShockCore'))
{
ReplaceWith(Other, "New-Weapons.DarkShockCore");
return False;
}
if (Other.IsA('PulseGun') && !Other.IsA('MeatBurner'))
{
ReplaceWith(Other, "New-Weapons.MeatBurner");
return False;
}
if (Other.IsA('Pammo') && !Other.IsA('BurnerAmmo'))
{
ReplaceWith(Other, "New-Weapons.BurnerAmmo");
return False;
}
if (Other.IsA('Ripper') && !Other.IsA('DarkCutter')) //slot 2
{
ReplaceWith(Other, "New-Weapons.DarkCutter");
return False;
}
if (Other.IsA('BladeHopper') && !Other.IsA('DarkCutterAmmo'))
{
ReplaceWith(Other, "New-Weapons.DarkCutterAmmo");
return False;
}
if (Other.IsA('Minigun2') && !Other.IsA('MiniPulse'))
{
ReplaceWith(Other, "New-Weapons.MiniPulse");
return False;
}
if (Other.IsA('miniammo') && !Other.IsA('minishells'))
{
ReplaceWith(Other, "New-Weapons.minishells");
return False;
}
if (Other.IsA('UT_Flakcannon') && !Other.IsA('RockCannon'))
{
ReplaceWith(Other, "New-Weapons.RockCannon");
return False;
}
if (Other.IsA('FlakAmmo') && !Other.IsA('RockAmmo'))
{
ReplaceWith(Other, "New-Weapons.RockAmmo");
return False;
}
if (Other.IsA('UT_Eightball') && !Other.IsA('RocketM8Launcher'))
{
ReplaceWith(Other, "New-Weapons.RocketM8Launcher");
return False;
}
if (Other.IsA('RocketPack') && !Other.IsA('M8_MissilePack'))
{
ReplaceWith(Other, "New-Weapons.M8_MissilePack");
return False;
}
if (Other.IsA('SniperRifle') && !Other.IsA('LaserSniper'))
{
ReplaceWith(Other, "New-Weapons.LaserSniper");
return False;
}
if (Other.IsA('BulletBox') && !Other.IsA('LaserSniperAmmo'))
{
ReplaceWith(Other, "New-Weapons.LaserSniperAmmo");
return False;
}
if (Other.IsA('WarheadLauncher') && !Other.IsA('SinRifle'))
{
ReplaceWith(Other, "WeaponLord.SinRifle");
return False;
}
return True;
}
defaultproperties
{
}
I know my Question sounds much Noobish but I am very new to all these Stuffs.