Always snap to grid
UE3:UT MDB GR Bloodlust (UT3)
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Revision as of 23:08, 18 April 2010 by 00zX (Talk | contribs) (Subobjects now go in here, makes deeper but... event notifiers should clear call stack)
Introduction
Code
UT_MDB >> UT_MDB_GameRules >> UT_MDB_GR_Bloodlust (custom) |
Contents
- Package:
- UT_GDP_Newtators
Script
//=================================================== // Class: UT_MDB_GR_Bloodlust // Creation date: 18/12/2007 04:30 // Last updated: 21/03/2010 18:54 // Contributors: 00zX //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 3.0 Unported // http://creativecommons.org/licenses/by-nc-sa/3.0/ //=================================================== class UT_MDB_GR_Bloodlust extends UT_MDB_GR_Vampire; function int ModifyDamageTaken(UT_GR_Info.EnemyInfo Enemy, optional pawn Injured) { if(Enemy.Type == ET_Infantry) if(UTInventoryManager(Enemy.Pawn.InvManager).HasInventoryOfClass(class'UT_GDP_Newtators.UT_TPG_VDamage') != None) return Super.ModifyDamageTaken(Enemy, Injured); // return Enemy.Damage; return Super(UT_MDB_GR_DamageConversion).ModifyDamageTaken(Enemy, Injured); } defaultproperties { GameRulesInfo.Add((Key="Bloodlust", Value="Powerup Enabled")) bUseSuperHealth=True bUseForVehicles=False bUseForKnights=False bUseForRooks=False Begin Object Class=UT_MDB_GR_FactoryReplacer Name=UT_MDB_GR_FactoryReplacer0 ReplacerSet.Add((ReplacedGroup="FT_Powerup", ReplacedName="UTPickupFactory_UDamage", ReplacedWithName="UT_PF_VDamage", ReplacedWithPath="UT_GDP_Newtators.UT_PF_VDamage")) End Object GameRules.Add(UT_MDB_GR_FactoryReplacer0) Begin Object Class=UT_MDB_GR_ItemReplacer Name=UT_MDB_GR_ItemReplacer0 ReplacerSet.Add((ReplacedGroup="FT_Powerup", ReplacedName="UTUDamage", ReplacedWithClass=class'UT_GDP_Newtators.UT_TPG_VDamage')) End Object GameRules.Add(UT_MDB_GR_ItemReplacer0) }