Gah - a solution with more questions. – EntropicLqd
Legacy:MutNukeRifles
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NukeRifles
MutNukeRifles
//============================================================================= // Nuke Rifles //============================================================================= class MutNukeRifles extends Mutator; var name WeaponName, AmmoName; var string WeaponString, AmmoString; var bool bAllowTranslocator; function string RecommendCombo(string ComboName) { if ( (ComboName != "xGame.ComboSpeed") && (ComboName != "xGame.ComboInvis") ) { if ( FRand() < 0.65 ) ComboName = "xGame.ComboInvis"; else ComboName = "xGame.ComboSpeed"; } if ( NextMutator != None ) return NextMutator.RecommendCombo(ComboName); return ComboName; } function bool AlwaysKeep(Actor Other) { if ( Other.IsA(WeaponName) || Other.IsA(AmmoName) ) return true; if ( NextMutator != None ) return ( NextMutator.AlwaysKeep(Other) ); return false; } function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if ( Other.IsA('Weapon') ) { if ( Other.IsA('BallLauncher') ) { bSuperRelevant = 0; return true; } if ( Other.IsA('TransLauncher') && bAllowTranslocator ) { bSuperRelevant = 0; return true; } if ( !Other.IsA(WeaponName) ) { Level.Game.bWeaponStay = false; return false; } } if ( Other.IsA('SniperRifle') ) return false; // if ( Other.IsA('xPickupBase') ) // Other.bHidden = true; bSuperRelevant = 0; return true; } defaultproperties { AmmoName=ShockAmmo AmmoString="xWeapons.ShockAmmo" WeaponName=NukeRifle WeaponString="my_mod2.ZoomNukeRifle" DefaultWeaponName="my_mod2.ZoomNukeRifle" IconMaterialName="MutatorArt.nosym" ConfigMenuClassName="" GroupName="Arena" FriendlyName="Zoom NukeRifles!" Description="Very dangerous long-range combat using zoom rifles that fire nuclear projectiles! he he he" }
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I tried it,but it din't work.please help,this is a brilliant idea,and right now i'm trying to make enforcers which fire ripper blades in primary fire and sniper rifle guided bullets in secondary fire.Any suggestions?