I don't need to test my programs. I have an error-correcting modem.
Legacy:Changing Bots Pawn Class
From Unreal Wiki, The Unreal Engine Documentation Site
Changing the Pawn Class for Your Bot
If your mod just makes changes to the player pawn that don't require any difference in AI from what ships with UT2004, then you can simply override the SpawnBot function in your GameInfo subclass like so:
function Bot SpawnBot(optional string botName) { local Bot B; B = Super.SpawnBot(); if(B != None) B.PawnClass = class'YourModsPawnClass'; return B; }
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dataangel: This should eventually be integrated into a tutorial on a simple new gametype.