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Code hmm re texturing 9mm for server?

I was looking into this for an alternative to editing core files or creating a whole new weapon. This was the thread that made think about it.

At the time I tried code similar to this;

Code:
class MutRetroLAR extends Mutator;

function PostBeginPlay()
{
	class'Winchester'.default.Skins(0)=Combiner'RetroLAR_T.RetroLAR_cmb'
}

defaultproperties
{
	GroupName="KF-WeaponReskinMut"
	FriendlyName="Retro LAR Reskin Mutator"
	Description="Replace LAR skin with more ornate and fancy version. Credits to LOINz for the skin."
}

Unfortunately it just returned an error and I didn't get back round troubleshooting the problem. See if this helps any.
 
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couldnt you just re code the KFGametype.uc and make it spawn with custom items?
Trust me my way is much easier. I don't think the KFGameType.uc has the capability of doing that but I have not had that much of a look inside the file. If you need help on any of mine or Gartley's ways then ask away and we'll see what we can do :)
 
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Don't mess with core files, you'll just get version mismatches, use Flux's method combined with

Code:
class MutStartInv extends Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant) 
{
	if (Other.IsA('KFHumanPawn'))
	{
		KFHumanPawn(Other).RequiredEquipment[0] = "KFMod.Single";
		KFHumanPawn(Other).RequiredEquipment[1] = "KFMod.Frag";
		KFHumanPawn(Other).RequiredEquipment[2] = "";
		KFHumanPawn(Other).RequiredEquipment[3] = "";
		KFHumanPawn(Other).RequiredEquipment[4] = "";
	}
	return true;
}

//Defaults
//RequiredEquipment[0] = "KFMod.Knife"; // Knife
//RequiredEquipment[1] = "KFMod.Single"; // Single 9mm
//RequiredEquipment[2] = "KFMod.Frag"; // Grenade
//RequiredEquipment[3] = "KFMod.Syringe"; // Syringe
//RequiredEquipment[4] = "KFMod.Welder"; // Welder

defaultproperties
{
     bAddToServerPackages=True
     GroupName="KF-Inventory"
     FriendlyName="Inventory Edit"
     Description="You start with the equipment needed for the challenge"
}

Is going to be the easiest way.
 
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