|
Post by manhunt0r on Oct 8, 2007 14:05:10 GMT -5
Been learning the secret ways of ut scripting, now im willing to make a basic mutator to raise the weapon damage. I even got this thing to compile without errors, but as usually it wont work. class MyKfMutator extends Mutator;
function string GetInventoryClassOverride(string InventoryClassName) {
if ( InventoryClassName == "KFMod.Deagle") { InventoryClassName = "MyDeagle"; }
if ( NextMutator != None ) return NextMutator.GetInventoryClassOverride(InventoryClassName);
return InventoryClassName; }
as im extending the original class all values are kept, except for those being overriden right? class MyDeagleFire extends DeagleFire;
defaultproperties { DamageMin=195 DamageMax=204 }
class MyDeagle extends Deagle; defaultproperties { FireModeClass(0)=Class'MyDeagleFire' FireModeClass(1)=Class'KFMod.NoFire' }
A clue anyone?
|
|