Have you compiled the new perk mutator? It needs to be compiled first.
How can i compile it? im new at this and i wanna learn it
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Have you compiled the new perk mutator? It needs to be compiled first.
How can i compile it? im new at this and i wanna learn it
See first post for links to tutorials on how to do it.
Gartly I do want to create a shiny new perk and I have been following your instructions to the letter. Starting in post #3 with the "class DamTypeG36CNew extends KFWeaponDamageType". Does that require the creation of a new .uc file? I believe it does but the post doesn't say. Can you recommend a file name? Next the "class G36CProgress extends SRCustomProgressInt;" is this also a new file? Again can you recommend a file name? Are these new files compilied along with the perk.uc and does that bring the total files to 3 to create your new perk or are there others? I see that for your example pek you use this line: "FinalInt = default.progressArray[6]+GetDoubleScaling(CurLevel,500000);" are the brackets correct there where as the array has paraentheses (6)? TY in advance.
EpharGy, TY for your answers. I have been fumbling through a perk compile. The perk damage element has to conform to an exisiting data base. I hope that the required info is here in this post as I have not yet been successful. I have had sucess in editing and compiling the sc perks but as of this moment putting the new perk and the old damage stat is still out of reach. Again TY for your reply and Flux also. I'll return if I have a cogent answerable question.
No problems, we all started somewhere, not long ago is was FluX asking the simple questions, then more recently myself, soon enough you'll probably be helping a newcomer.
if ( KFPRI.ClientVeteranSkillLevel >= 5 )
P.ShieldStrength = 100;
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
if ( KFPRI.ClientVeteranSkillLevel >= 5 )
P.ShieldStrength = 100;
}
// Give Extra Items as Default
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
// If Level 1, give them Assault Shotgun
if ( KFPRI.ClientVeteranSkillLevel == 1 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Shotgun", GetCostScaling(KFPRI, class'ShotgunPickup'));
// If Level 6, give them Hunting Shotgun
if ( KFPRI.ClientVeteranSkillLevel >= 6 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.BoomStick", GetCostScaling(KFPRI, class'BoomStickPickup'));
// If Level 6, give them Body Armor(Removed from Suicidal and HoE in Balance Round 7)
if ( KFPRI.ClientVeteranSkillLevel >= 5 )
P.ShieldStrength = 100;
}
yes that is all there this is my support specialist's code for the starting items:
Code:// Give Extra Items as Default static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P) { // If Level 1, give them Assault Shotgun if ( KFPRI.ClientVeteranSkillLevel == 1 ) KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Shotgun", GetCostScaling(KFPRI, class'ShotgunPickup')); // If Level 6, give them Hunting Shotgun if ( KFPRI.ClientVeteranSkillLevel >= 6 ) KFHumanPawn(P).CreateInventoryVeterancy("KFMod.BoomStick", GetCostScaling(KFPRI, class'BoomStickPickup')); // If Level 6, give them Body Armor(Removed from Suicidal and HoE in Balance Round 7) if ( KFPRI.ClientVeteranSkillLevel >= 5 ) P.ShieldStrength = 100; }
and they do not spawn with armor i am not sure why is there something i am doing wrong?
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
// If Level 5, give them Assault Shotgun
if ( KFPRI.ClientVeteranSkillLevel >= 6 && KFPRI.ClientVeteranSkillLevel < 8 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Shotgun", GetCostScaling(KFPRI, class'ShotgunPickup'));
// If Level 6, give them Hunting Shotgun
if ( KFPRI.ClientVeteranSkillLevel >= 8 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.BoomStick", GetCostScaling(KFPRI, class'BoomStickPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 10 )
P.ShieldStrength = 100;
}