Ukill Posted January 6, 2017 Share Posted January 6, 2017 View File Rx_Mutator_DevStuff This mutator has the ability to use some of the Dev commands, FutureSoldier, DevNuke and NukeAll. To use this mutator you must be logged into the server as an Administrator, Once you are logged in, you can use FutureSoldier to change into a Tiberium Sun Soldier for GDI or NOD (Depenant on Team). Nuke can play the Nuke animation and kill the target and any vehicle they are controlling. NukeAll will do the DevNuke to all players in the server. Also as a newly added component of the FutureSoldier, the mutator will now allow the Server Administrator to enable the FutureSoldier mode allowing regular players on the server to use the FutureSoldier command Turning the player into a GDI Tib Sun or Nod Tib Sun soldier. Regular players are not yet able to use this function!! New Version: Use mutator=Rx_Mutator_DevStuff.Rx_Mutator_DevStuff Instead of game=Rx_GameType_DevStuff.Rx_GameType_DevStuff Version 0.0.2 Compatible with Renegade X v5.282 Mutator : Rx_Mutator_DevStuff.u (Download) Source : Spoiler Rx_Mutator_DevStuff.uc (Download) Spoiler /* ** Rx_Gametype_DevStuff */ class Rx_Gametype_DevStuff extends Rx_Game; DefaultProperties { PlayerControllerClass = class'Rx_Gametype_DevStuff_Controller' } Rx_Mutator_DevStuff_Controller.uc (Download) Spoiler /****************************************************************************** * Modified by Ukill, this can contain parts of code written by Jessica\Yosh * * This mutator will add the Dev NukeAll function to the Renegade X game * * Be warned, all players can use this feature * ******************************************************************************* * Rx_Mutator_DevStuff_Controller * ******************************************************************************/ class Rx_Mutator_DevStuff_Controller extends Rx_Controller; var bool bFutureSoldierMode; // Function to check FutureSoldierMode exec function FutureSoldierModeCheck() { if (bFutureSoldierMode) { ClientMessage("FutureSoldierMode activated",,1); } else { ClientMessage("FutureSoldierMode deactivated",,1); } } // Function to start FutureSoldierMode exec function FutureSoldierModeStart() { if ( (PlayerReplicationInfo.bAdmin) == true ) { bFutureSoldierMode = true; FutureSoldierModeCheck(); } else { ClientMessage("First login as admin",,1); } } // Functions to stop FutureSoldierMode exec function FutureSoldierModeStop() { if ( (PlayerReplicationInfo.bAdmin) == true ) { bFutureSoldierMode = false; FutureSoldierModeCheck(); } else { ClientMessage("First login as admin",,1); } } // Functions to toggle (stop/start) FutureSoldierMode exec function FutureSoldierModeToggle() { if ( (PlayerReplicationInfo.bAdmin) == true ) { if (bFutureSoldierMode) { FutureSoldierModeStop(); } else { FutureSoldierModeStart(); } } else { ClientMessage("First login as admin",,1); } } exec function FutureSoldier() { if (( bFutureSoldierMode == true ) || ( (PlayerReplicationInfo.bAdmin) == true )) { if (Pawn != None && Vehicle(Pawn) == None) { if (Worldinfo.NetMode == NM_Standalone) { if (GetTeamNum() == TEAM_GDI) Pawn.Mesh.SetSkeletalMesh(SkeletalMesh'ts_ch_gdi_soldier.Mesh.SK_CH_GDI_Soldier_TE'); else Pawn.Mesh.SetSkeletalMesh(SkeletalMesh'ts_ch_nod_soldier.Mesh.SK_CH_Nod_Soldier_TE'); } else FutureSoldierServer(); } } } reliable server function FutureSoldierServer() { local Rx_Controller PC; if (GetTeamNum() == TEAM_GDI) { Pawn.Mesh.SetSkeletalMesh(SkeletalMesh'ts_ch_gdi_soldier.Mesh.SK_CH_GDI_Soldier_TE'); foreach WorldInfo.AllControllers(class'Rx_Controller', PC) PC.FutureSoldierClient(Pawn, SkeletalMesh'ts_ch_gdi_soldier.Mesh.SK_CH_GDI_Soldier_TE'); } else { Pawn.Mesh.SetSkeletalMesh(SkeletalMesh'ts_ch_nod_soldier.Mesh.SK_CH_Nod_Soldier_TE'); foreach WorldInfo.AllControllers(class'Rx_Controller', PC) PC.FutureSoldierClient(Pawn, SkeletalMesh'ts_ch_nod_soldier.Mesh.SK_CH_Nod_Soldier_TE'); } } reliable client function FutureSoldierClient(Pawn P, SkeletalMesh skel) { P.Mesh.SetSkeletalMesh(skel); } exec function Nuke(string PlayerName) { NukeServer(PlayerName); } exec function NukeAll() { NukeAllServer(); } reliable server function NukeServer(string PlayerName) { local Rx_Weapon_DevNuke Beacon; local Rx_PRI PRI; PRI = Rx_Game(WorldInfo.Game).ParsePlayer(PlayerName); if (PlayerReplicationInfo.bAdmin) { if (PRI != None && Controller(PRI.Owner) != None) { Beacon = Controller(PRI.Owner).Pawn.Spawn(class'Rx_Weapon_DevNuke',,, Controller(PRI.Owner).Pawn.Location, Controller(PRI.Owner).Pawn.Rotation); Beacon.TeamNum = TEAM_UNOWNED; } } } reliable server function NukeAllServer() { local Rx_Weapon_DevNuke Beacon; local Rx_Controller C; if(PlayerReplicationInfo.bAdmin) { foreach WorldInfo.AllControllers(class'Rx_Controller', C) { Beacon = C.Pawn.Spawn(class'Rx_Weapon_DevNuke',,, C.Pawn.Location, C.Pawn.Rotation); Beacon.TeamNum = TEAM_UNOWNED; } } } DefaultProperties { bIsDev = false bFutureSoldierMode = false } Submitter Ukill Submitted 01/06/2017 Category Modifications Quote Link to comment Share on other sites More sharing options...
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