Show us the code and we'll help.Update: So I fixed the first error, and am now left with only "Error, Bad or missing expression in 'If'". Still not sure what's wrong with the if statements though :/
To change what weapon damage you want to check, you need to make a custom stat and replace it. For the removing Stalkers count, you remove the second stat on Commando to make it damage only.
use code tags please. It's very hard to see.
class WVetSharpshooter extends SRVetSharpshooter
abstract;
// Removed all General Damage additions for the Sharpshooter in Balance Round 6 in favor of a headshot focus
//static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn Instigator, int InDamage, class<DamageType> DmgType)
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType)
{
local float ret;
// Removed extra SS Crossbow headshot damage in Round 1(added back in Round 2) and Removed Single/Dualies Damage for Hell on Earth in Round 6
// Added Dual Deagles back in for Balance Round 7
if ( DmgType == class'DamTypeCrossbow' || DmgType == class'DamTypeCrossbowHeadShot'|| DmgType == class'DamTypeMac10MP' ||
(KFPRI.Level.Game.GameDifficulty < 7.0) )
{
if ( KFPRI.ClientVeteranSkillLevel <= 3 )
{
ret = 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel));
}
else if ( KFPRI.ClientVeteranSkillLevel == 4 )
{
ret = 1.30;
}
else if ( KFPRI.ClientVeteranSkillLevel == 5 )
{
ret = 1.50;
}
else
{
ret = 1.60; // 60% increase in Crossbow/Mac10MP/Shotgun/M4203AssaultRifle damage
}
}
// Reduced extra headshot damage for Single/Dualies in Hell on Earth difficulty(added in Balance Round 6)
else if ( DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty >= 7.0 )
{
return (1.0 + (0.08 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 40% increase in Headshot Damage
}
else
{
ret = 1.0; // Fix for oversight in Balance Round 6(which is the reason for the Round 6 second attempt patch)
}
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return ret * 1.05;
}
return ret * (1.0 + (0.10 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 50% increase in Headshot Damage
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil)
{
if ( Crossbow(Other.Weapon) != none || Mac10MP(Other.Weapon) != none
|| Shotgun(Other.Weapon) != none || M4203AssaultRifle(Other.Weapon) != none)
{
if ( KFPRI.ClientVeteranSkillLevel == 1)
{
Recoil = 0.75;
}
else if ( KFPRI.ClientVeteranSkillLevel == 2 )
{
Recoil = 0.50;
}
else
{
Recoil = 0.25; // 75% recoil reduction with Crossbow/Mac10MP/Shotgun
}
return Recoil;
}
Recoil = 1.0;
Return Recoil;
}
static function float GetReloadSpeedModifier(KFPlayerReplicationInfo KFPRI, KFWeapon Other)
{
if ( Crossbow(Other) != none || Mac10MP(Other) != none || Shotgun(Other) != none || M4203AssaultRifle(Other) != none)
{
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return 1.0;
}
return 1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 60% faster reload with Crossbow/Mac10/Shotgun
}
return 1.0;
}
// Change the cost of particular items
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if ( Item == class'ShotgunPickup' || Item == class'Mac10Pickup'|| Item == class'CrossbowPickup'|| Item == class'M4203Pickup')
{
return 0.9 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on Crossbow/Mac10/Shotgun/M4203
}
return 1.0;
}
static function float GetAmmoCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if ( Item == class'CrossbowPickup' )
{
return 1.0 - (0.07 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 42% discount on Crossbow Bolts(Added in Balance Round 4 at 30%, increased to 42% in Balance Round 7)
}
return 1.0;
}
static function int AddCarryMaxWeight(KFPlayerReplicationInfo KFPRI)
{
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return 0;
}
else if ( KFPRI.ClientVeteranSkillLevel <= 4 )
{
return 1 + KFPRI.ClientVeteranSkillLevel;
}
else if ( KFPRI.ClientVeteranSkillLevel == 5 )
{
return 8; // 8 more carry slots
}
return 9; // 9 more carry slots
}
// Give Extra Items as Default
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
local Inventory I;
// Delete standard guns
I = P.FindInventoryType(Class'Single');
if( I!=None )
I.Destroy();
KFHumanPawn(P).RequiredEquipment[0] = "";
KFHumanPawn(P).RequiredEquipment[1] = "";
// If Level 7 or below, give them a Crossbow and Mac10
if ( KFPRI.ClientVeteranSkillLevel < 7 )
{
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Mac 10MP", GetCostScaling(KFPRI, class'Mac10Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Cro ssbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
}
static function AddCustomStats( ClientPerkRepLink Other )
{
Other.AddCustomValue(Class'HeadshotProgress');
}
class HeadshotProgress extends SRCustomProgressInt;
static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount)
{
if( SRStatsBase(KFStatsAndAchievements)!=None && SRStatsBase(KFStatsAndAchievements).Rep!=None )
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCu stomValue(Class'HeadshotProgress',Amount);
}
defaultproperties
{
ProgressName= "Headshot Crossbow Kills"
}
}
defaultproperties
{
PerkIndex=7
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Sharp Shooter'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons. Perk_SharpShooter_Gold'
VeterancyName="Ada Wong"
Requirements[0]="Get %x headshot kills with the Crossbow"
LevelEffects[0]="5% more damage with Crossbow, Mac10 and Shotgun|5% extra Headshot damage with all weapons|10% discount on Crossbow/Mac10/Shotgun"
LevelEffects[1]="10% more damage with Crossbow, Mac10 and Shotgun|25% less recoil with Crossbow, Mac10 and Shotgun|10% faster reload with Crossbow, Mac10 and Shotgun|10% extra headshot damage|20% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[2]="15% more damage with Crossbow, Mac10 and Shotgun|50% less recoil with Crossbow, Mac10 and Shotgun|20% faster reload with Crossbow, Mac10 and Shotgun|20% extra headshot damage|30% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[3]="20% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|30% faster reload with Crossbow, Mac10 and Shotgun|30% extra headshot damage|40% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[4]="30% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|40% faster reload with Crossbow, Mac10 and Shotgun|40% extra headshot damage|50% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[5]="50% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|50% faster reload with Crossbow, Mac10 and Shotgun|50% extra headshot damage|60% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[6]="60% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|60% faster reload with Crossbow, Mac10 and Shotgun|50% extra headshot damage|70% discount on Crossbow, Mac10 and Shotgun"
}
[/SPOILER]
When someone tells you to use a tag, they mean to edit your post with said tag.
Now you just made the page twice as long then before!
Also useSpoiler!tag
static function AddCustomStats( ClientPerkRepLink Other )
{
Other.AddCustomValue(Class'HeadshotProgress');
}
class HeadshotProgress extends SRCustomProgressInt;
static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount)
{
if( SRStatsBase(KFStatsAndAchievements)!=None && SRStatsBase(KFStatsAndAchievements).Rep!=None )
SRStatsBase(KFStatsAndAchievements).Rep.ProgressCu stomValue(Class'HeadshotProgress',Amount);
}
Right a little hint, highlight the line also as I had to copy it and find it myself. So...
Code:static function AddCustomStats( ClientPerkRepLink Other ) { Other.AddCustomValue(Class'HeadshotProgress'); }
This code here is your problem. Now due to you extending one of the other perks, this will not count as it's not in their code (seems that way). Also another thing I noticed is this:
Code:class HeadshotProgress extends SRCustomProgressInt; static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount) { if( SRStatsBase(KFStatsAndAchievements)!=None && SRStatsBase(KFStatsAndAchievements).Rep!=None ) SRStatsBase(KFStatsAndAchievements).Rep.ProgressCu stomValue(Class'HeadshotProgress',Amount); }
This is a class within a class. Do NOT ever do that. All class files should be in their own seperate class file.
Ahh I see. Noob error, sounds alot like me.
Thanks Flux :3
Sorry I suck at the whole Forum thing
class WVetSharpshooter extends SRVeterancyTypes
abstract;
// Removed all General Damage additions for the Sharpshooter in Balance Round 6 in favor of a headshot focus
//static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn Instigator, int InDamage, class<DamageType> DmgType)
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, KFPawn P, class<DamageType> DmgType)
{
local float ret;
// Removed extra SS Crossbow headshot damage in Round 1(added back in Round 2) and Removed Single/Dualies Damage for Hell on Earth in Round 6
// Added Dual Deagles back in for Balance Round 7
if ( DmgType == class'DamTypeCrossbow' || DmgType == class'DamTypeCrossbowHeadShot'|| DmgType == class'DamTypeMac10MP' ||
(KFPRI.Level.Game.GameDifficulty < 7.0) )
{
if ( KFPRI.ClientVeteranSkillLevel <= 3 )
{
ret = 1.05 + (0.05 * float(KFPRI.ClientVeteranSkillLevel));
}
else if ( KFPRI.ClientVeteranSkillLevel == 4 )
{
ret = 1.30;
}
else if ( KFPRI.ClientVeteranSkillLevel == 5 )
{
ret = 1.50;
}
else
{
ret = 1.60; // 60% increase in Crossbow/Mac10MP/Shotgun/M4203AssaultRifle damage
}
}
// Reduced extra headshot damage for Single/Dualies in Hell on Earth difficulty(added in Balance Round 6)
else if ( DmgType == class'DamTypeDualies' && KFPRI.Level.Game.GameDifficulty >= 7.0 )
{
return (1.0 + (0.08 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 40% increase in Headshot Damage
}
else
{
ret = 1.0; // Fix for oversight in Balance Round 6(which is the reason for the Round 6 second attempt patch)
}
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return ret * 1.05;
}
return ret * (1.0 + (0.10 * float(Min(KFPRI.ClientVeteranSkillLevel, 5)))); // 50% increase in Headshot Damage
}
static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFire Other, out float Recoil)
{
if ( Crossbow(Other.Weapon) != none || Mac10MP(Other.Weapon) != none
|| Shotgun(Other.Weapon) != none || M4203AssaultRifle(Other.Weapon) != none)
{
if ( KFPRI.ClientVeteranSkillLevel == 1)
{
Recoil = 0.75;
}
else if ( KFPRI.ClientVeteranSkillLevel == 2 )
{
Recoil = 0.50;
}
else
{
Recoil = 0.25; // 75% recoil reduction with Crossbow/Mac10MP/Shotgun
}
return Recoil;
}
Recoil = 1.0;
Return Recoil;
}
static function float GetReloadSpeedModifier(KFPlayerReplicationInfo KFPRI, KFWeapon Other)
{
if ( Crossbow(Other) != none || Mac10MP(Other) != none || Shotgun(Other) != none || M4203AssaultRifle(Other) != none)
{
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return 1.0;
}
return 1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 60% faster reload with Crossbow/Mac10/Shotgun/M4203
}
return 1.0;
}
// Change the cost of particular items
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if ( Item == class'ShotgunPickup' || Item == class'Mac10Pickup'|| Item == class'CrossbowPickup'|| Item == class'M4203Pickup')
{
return 0.9 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on Crossbow/Mac10/Shotgun/M4203
}
return 1.0;
}
static function float GetAmmoCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if ( Item == class'CrossbowPickup' )
{
return 1.0 - (0.07 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 42% discount on Crossbow Bolts(Added in Balance Round 4 at 30%, increased to 42% in Balance Round 7)
}
return 1.0;
}
static function int AddCarryMaxWeight(KFPlayerReplicationInfo KFPRI)
{
if ( KFPRI.ClientVeteranSkillLevel == 0 )
{
return 0;
}
else if ( KFPRI.ClientVeteranSkillLevel <= 4 )
{
return 1 + KFPRI.ClientVeteranSkillLevel;
}
else if ( KFPRI.ClientVeteranSkillLevel == 5 )
{
return 8; // 8 more carry slots
}
return 9; // 9 more carry slots
}
// Give Extra Items as Default
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
local Inventory I;
// Delete standard guns
I = P.FindInventoryType(Class'Single');
if( I!=None )
I.Destroy();
KFHumanPawn(P).RequiredEquipment[0] = "";
KFHumanPawn(P).RequiredEquipment[1] = "";
// If Level 7 or below, give them a Crossbow and Mac10
if ( KFPRI.ClientVeteranSkillLevel < 7 )
{
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Mac10MP", GetCostScaling(KFPRI, class'Mac10Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
}
}
defaultproperties
{
PerkIndex=7
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_SharpShooter'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_SharpShooter_Gold'
VeterancyName="Ada Wong"
Requirements[0]="Get %x headshot kills with the Crossbow"
LevelEffects[0]="5% more damage with Crossbow, Mac10 and Shotgun|5% extra Headshot damage with all weapons|10% discount on Crossbow/Mac10/Shotgun"
LevelEffects[1]="10% more damage with Crossbow, Mac10 and Shotgun|25% less recoil with Crossbow, Mac10 and Shotgun|10% faster reload with Crossbow, Mac10 and Shotgun|10% extra headshot damage|20% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[2]="15% more damage with Crossbow, Mac10 and Shotgun|50% less recoil with Crossbow, Mac10 and Shotgun|20% faster reload with Crossbow, Mac10 and Shotgun|20% extra headshot damage|30% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[3]="20% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|30% faster reload with Crossbow, Mac10 and Shotgun|30% extra headshot damage|40% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[4]="30% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|40% faster reload with Crossbow, Mac10 and Shotgun|40% extra headshot damage|50% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[5]="50% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|50% faster reload with Crossbow, Mac10 and Shotgun|50% extra headshot damage|60% discount on Crossbow, Mac10 and Shotgun"
LevelEffects[6]="60% more damage with Crossbow, Mac10 and Shotgun|75% less recoil with Crossbow, Mac10 and Shotgun|60% faster reload with Crossbow, Mac10 and Shotgun|50% extra headshot damage|70% discount on Crossbow, Mac10 and Shotgun"
}
[/SPOILER]
Hello, i wanted to ask, how can i save as .uc ?
// Give Extra Items as Default
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
if ( KFPRI.ClientVeteranSkillLevel >= 50 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M99SniperRifle", GetCostScaling(KFPRI, class'M99Pickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 40 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.SPSniperRifle", GetCostScaling(KFPRI, class'SPSniperPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 30 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M14EBRBattleRifle", GetCostScaling(KFPRI, class'M14EBRPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 20 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 10 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 7 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 6 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 5 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 0 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
}
// Give Extra Items as Default
static function AddDefaultInventory(KFPlayerReplicationInfo KFPRI, Pawn P)
{
if ( KFPRI.ClientVeteranSkillLevel >= 50 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M99SniperRifle", GetCostScaling(KFPRI, class'M99Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.SPSniperRifle", GetCostScaling(KFPRI, class'SPSniperPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M14EBRBattleRifle", GetCostScaling(KFPRI, class'M14EBRPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 40 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.SPSniperRifle", GetCostScaling(KFPRI, class'SPSniperPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M14EBRBattleRifle", GetCostScaling(KFPRI, class'M14EBRPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 30 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.M14EBRBattleRifle", GetCostScaling(KFPRI, class'M14EBRPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 20 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Crossbow", GetCostScaling(KFPRI, class'CrossbowPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 10 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Winchester", GetCostScaling(KFPRI, class'WinchesterPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 7 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.GoldenDualDeagle", GetCostScaling(KFPRI, class'GoldenDualDeaglePickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 6 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dual44Magnum", GetCostScaling(KFPRI, class'Dual44MagnumPickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 5 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.DualMK23Pistol", GetCostScaling(KFPRI, class'DualMK23Pickup'));
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
if ( KFPRI.ClientVeteranSkillLevel >= 0 )
KFHumanPawn(P).CreateInventoryVeterancy("KFMod.Dualies", GetCostScaling(KFPRI, class'DualiesPickup'));
}