:IS2:
One again Marco saves me a whole bunch of work! Thank you for that good man!
You could fix this issue in your mutator by adding a weapon replacement code with this mutator function like this:
Naturally replace the classnames with your own and add rest of the weapons with own "case".Code:function string GetInventoryClassOverride(string InventoryClassName) { switch( Caps(InventoryClassName) ) { case "KFMOD.FLAMETHROWER": return string(Class'MyOldFlameThrower'); case "KFMOD.BOOMSTICK": return string(Class'MyOldShotty'); } return Super.GetInventoryClassOverride(InventoryClassName); }
One again Marco saves me a whole bunch of work! Thank you for that good man!
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