Cogito, ergo sum
Legacy:Mod Ideas/Variant Weapon
Description
This could be a new weapon or just an option available for the client to modify any weapon at runtime to change the params of the alt-fire. If it's done in the latter fasion, each weapon would have its own list of options to choose from.
Interested Scripters
If you are interested in developing this mod for UT/UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.
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Discussion
CH3Z: I don't know if this is possible or not. It may be that the client would have to make their choices after connected to the server, but before the level loads.
Foxpaw: I'm sure that it can be done - I'm curious though, what kind of parameters for the alternate fire did you have in mind?
CH3Z: I kinda left that open to the modder. Was thinking maybe what projectile, damage, not sure what all is possible.
Jarronis, The Vampiric Unicorn Well, in an experiment with a Experience Mutator, I also had a realtime Weapon adaption. So if you increased in level, you got also more flak-chunks, and the time for rocket-target-acquisition was lowered. This all, of course was only a change of the defaultproperties. As I'm quite inexperienced with Network - scripting in UT/UT2003 i don't know how this is replicated in network games.
Mysterial: Defaultproperties are not replicated automatically, you'd have to set them on each instance of the actor after it has spawned for it to work.
Ch3z: Couldn't you have a function, maybe ReplaceAmmo(class NewAmmo), that replaces the ammoclass with the passed class and call ReplaceAmmo(SelectedAmmo) from within the altfire function?
For that matter, if altfire calls up that defaultproperty couldn't you just override the whole altfire function and call up the property that was selected by the user?