Newb question (overriding the vanilla item)
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- Mole Person
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- Joined: Thu Mar 07, 2013 7:11 pm
Newb question (overriding the vanilla item)
Another question. For ex. I changed the sodacan, so i can carry now 50 of it not only 10. If I compile it as a mod.u then there are two different "sodacan"-s. Of course I can replace all default ones on ingame maps with my ones, but is there a way to "just" change the vanilla one? Why am I asking this kinda-stupid question is because there is NO access to the maxCopies value for sodacan (also) in the UEd.
So is there a way to change the vanilla sodacan behavior via my mod or to change it directly somehow? (I'm not worried with mod incompatibilities).
Please explain this to me.
So is there a way to change the vanilla sodacan behavior via my mod or to change it directly somehow? (I'm not worried with mod incompatibilities).
Please explain this to me.
Re: Newb question (overriding the vanilla item)
Why not just edit the SodaCan class in DeusEx.u?
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- Mole Person
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- Joined: Thu Mar 07, 2013 7:11 pm
Re: Newb question (overriding the vanilla item)
How? I mean - with what?
Edit---
When I open the script in UEd, the defaultvalues {} are NOT shown as you may know. And if I'm compiling a new deusex.u it crashes with the "Superclass UBrowserBufferedTCPLink of class deusexspylink not found"
Edit 2---
Ok, somehow I managed to recompile the deusex.u file, but it's now bigger by 7181 bytes. Whatthe? oO
Edit---
When I open the script in UEd, the defaultvalues {} are NOT shown as you may know. And if I'm compiling a new deusex.u it crashes with the "Superclass UBrowserBufferedTCPLink of class deusexspylink not found"
Edit 2---
Ok, somehow I managed to recompile the deusex.u file, but it's now bigger by 7181 bytes. Whatthe? oO
Re: Newb question (overriding the vanilla item)
You should be exporting all classes in UnrealEd, and that'll give you access to the script files for... well, everything.
7kB or so isn't very much, so I wouldn't really worry about that.
And really, you shouldn't be editing the default values of things in UnrealEd if you're trying to make global changes; you should be editing the script package itself for that. Just export all classes from UnrealEd, change SodaCan.uc to your specifications, and recompile DeusEx.u using ucc -make.
7kB or so isn't very much, so I wouldn't really worry about that.
And really, you shouldn't be editing the default values of things in UnrealEd if you're trying to make global changes; you should be editing the script package itself for that. Just export all classes from UnrealEd, change SodaCan.uc to your specifications, and recompile DeusEx.u using ucc -make.
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- Mole Person
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- Joined: Thu Mar 07, 2013 7:11 pm
Re: Newb question (overriding the vanilla item)
That's exactly what i did, thanks.G-Flex wrote: Just export all classes from UnrealEd, change SodaCan.uc to your specifications, and recompile DeusEx.u using ucc -make.
The minor changes are just for more comfortable gameplay for myself. I'm not ready to make a serios mod, I haven't finished Tacks tuts yet .
Re: Newb question (overriding the vanilla item)
DarthNihilus,DarthNihilus wrote:How? I mean - with what?
Edit---
When I open the script in UEd, the defaultvalues {} are NOT shown as you may know. And if I'm compiling a new deusex.u it crashes with the "Superclass UBrowserBufferedTCPLink of class deusexspylink not found"
Edit 2---
Ok, somehow I managed to recompile the deusex.u file, but it's now bigger by 7181 bytes. Whatthe? oO
How were you able to recompile deusex.u? I'm having the same "Superclass UBrowserBufferedTCPLink of class deusexspylink not found" problem.
Re: Newb question (overriding the vanilla item)
You know, for something like the sodacan you probably could've just entered
set deusex.sodacan maxcopies 50
at the console.
Mr.f.: don't compile anything inside the editor, it is a bad, bad idea. Export the code, edit it in wotgreal or hell, notepad, then recompile using uccmake.
set deusex.sodacan maxcopies 50
at the console.
Mr.f.: don't compile anything inside the editor, it is a bad, bad idea. Export the code, edit it in wotgreal or hell, notepad, then recompile using uccmake.
Re: Newb question (overriding the vanilla item)
Or just use a Mutator, to change maxcopies after Spawn().
Re: Newb question (overriding the vanilla item)
I have a noob question, and I don't feel like making a new topic for something that small.
Is it easy to have enemies fly (lets say with jet packs) and have a flying AI?
Is it easy to have enemies fly (lets say with jet packs) and have a flying AI?
YK: And you... you... are a bad actress.
(unknown sound)
MC: And you have one less finger...
(unknown sound)
MC: And you have one less finger...
Re: Newb question (overriding the vanilla item)
I'm really not sure how well pathing would work in three dimensions/in the air. I guess a similar thing is done for underwater areas, though, if that works okay, but frankly, I have no idea. At any rate, you'd need to mess with their movement code a fair deal.
Re: Newb question (overriding the vanilla item)
Maybe check the Warload's code in Unreal1.
Re: Newb question (overriding the vanilla item)
Ok, to make my question more clear.
Can we have a JC Vs Iron Man battle ingame or not?
Also new question.
Voice activated augmantations. Can it happen?
Can we have a JC Vs Iron Man battle ingame or not?
Also new question.
Voice activated augmantations. Can it happen?
YK: And you... you... are a bad actress.
(unknown sound)
MC: And you have one less finger...
(unknown sound)
MC: And you have one less finger...