Jump to content

[Mod] Rx_Mutator_GiveWeapon


Ukill

Recommended Posts

Rx_Mutator_GiveWeapon


 *  This mutator can be triggered with the mutate command.
 *  This gives the player a weapon when they typ "Mutate (weapon)" into the commandline.


 

Version 0.0.1

Compatible with Renegade X v5.281 

Mutator :

Rx_Mutator_GiveWeapon.u (Download)

Source :

Spoiler

 

Rx_Mutator_GiveWeapon.uc (Download)

Spoiler


 /* 
**  This is an example of how to create a mutator that can be triggered with the mutate command.
**  This gives the player a weapon when they type "Mutate (weapon)" into the commandline.
*/

class Rx_Mutator_GiveWeapon extends UTMutator;

function Mutate(string MutateString, PlayerController Sender)
{
    local Rx_InventoryManager InvManager;
    local class<Rx_Weapon> WeaponClass;

    InvManager = Rx_InventoryManager(Sender.Pawn.InvManager);

    if ( InvManager != none) 
    { 

// TODO : This part need to be shorter (for i in $VAR /do if (MutateString == "$VAR") { WeaponClass = class'Rx_Weapon_$VAR'; })

        if (MutateString == "AutoRifle_GDI") { WeaponClass = class'Rx_Weapon_AutoRifle_GDI'; }
//        else if (MutateString == "AutoRifle_InstantHit") { WeaponClass = class'Rx_Weapon_AutoRifle_InstantHit'; }
        else if (MutateString == "AutoRifle_Nod") { WeaponClass = class'Rx_Weapon_AutoRifle_Nod'; }
        else if (MutateString == "Airstrike_GDI") { WeaponClass = class'Rx_Weapon_Airstrike_GDI'; }
        else if (MutateString == "Airstrike_Nod") { WeaponClass = class'Rx_Weapon_Airstrike_Nod'; }
        else if (MutateString == "ATMine") { WeaponClass = class'Rx_Weapon_ATMine'; }
//        else if (MutateString == "Beacon") { WeaponClass = class'Rx_Weapon_Beacon'; }
        else if (MutateString == "Carbine") { WeaponClass = class'Rx_Weapon_Carbine'; }
        else if (MutateString == "Carbine_Silencer") { WeaponClass = class'Rx_Weapon_Carbine_Silencer'; }
        else if (MutateString == "Chaingun_GDI") { WeaponClass = class'Rx_Weapon_Chaingun_GDI'; }
        else if (MutateString == "Chaingun_Nod") { WeaponClass = class'Rx_Weapon_Chaingun_Nod'; }
        else if (MutateString == "ChemicalThrower") { WeaponClass = class'Rx_Weapon_ChemicalThrower'; }
        else if (MutateString == "EMPGrenade_Rechargeable") { WeaponClass = class'Rx_Weapon_EMPGrenade_Rechargeable'; }
        else if (MutateString == "FlakCannon") { WeaponClass = class'Rx_Weapon_FlakCannon'; }
        else if (MutateString == "FlameThrower") { WeaponClass = class'Rx_Weapon_FlameThrower'; }
        else if (MutateString == "Grenade") { WeaponClass = class'Rx_Weapon_Grenade'; }
        else if (MutateString == "GrenadeLauncher") { WeaponClass = class'Rx_Weapon_GrenadeLauncher'; }
        else if (MutateString == "Grenade_Rechargeable") { WeaponClass = class'Rx_Weapon_Grenade_Rechargeable'; }
        else if (MutateString == "HeavyPistol") { WeaponClass = class'Rx_Weapon_HeavyPistol'; }
        else if (MutateString == "IonCannonBeacon") { WeaponClass = class'Rx_Weapon_IonCannonBeacon'; }
        else if (MutateString == "LaserChaingun") { WeaponClass = class'Rx_Weapon_LaserChaingun'; }
        else if (MutateString == "LaserRifle") { WeaponClass = class'Rx_Weapon_LaserRifle'; }
        else if (MutateString == "NukeBeacon") { WeaponClass = class'Rx_Weapon_NukeBeacon'; }
        else if (MutateString == "MarksmanRifle_GDI") { WeaponClass = class'Rx_Weapon_MarksmanRifle_GDI'; }
        else if (MutateString == "MarksmanRifle_Nod") { WeaponClass = class'Rx_Weapon_MarksmanRifle_Nod'; }
        else if (MutateString == "Pistol") { WeaponClass = class'Rx_Weapon_Pistol'; }
        else if (MutateString == "ProxyC4") { WeaponClass = class'Rx_Weapon_ProxyC4'; }
        else if (MutateString == "Railgun") { WeaponClass = class'Rx_Weapon_Railgun'; }
        else if (MutateString == "RamjetRifle") { WeaponClass = class'Rx_Weapon_RamjetRifle'; }
        else if (MutateString == "RemoteC4") { WeaponClass = class'Rx_Weapon_RemoteC4'; }
        else if (MutateString == "RepairGun") { WeaponClass = class'Rx_Weapon_RepairGun'; }
        else if (MutateString == "RepairGunAdvanced") { WeaponClass = class'Rx_Weapon_RepairGunAdvanced'; }
        else if (MutateString == "RepairTool") { WeaponClass = class'Rx_Weapon_RepairTool'; }
        else if (MutateString == "PersonalIonCannon") { WeaponClass = class'Rx_Weapon_PersonalIonCannon'; }
        else if (MutateString == "SMG_GDI") { WeaponClass = class'Rx_Weapon_SMG_GDI'; }
        else if (MutateString == "SMG_NOD") { WeaponClass = class'Rx_Weapon_SMG_Nod'; }
        else if (MutateString == "SMG_Silenced_GDI") { WeaponClass = class'Rx_Weapon_SMG_Silenced_GDI'; }
        else if (MutateString == "SMG_Silenced_NOD") { WeaponClass = class'Rx_Weapon_SMG_Silenced_Nod'; }
        else if (MutateString == "SmokeGrenade_Rechargeable") { WeaponClass = class'Rx_Weapon_SmokeGrenade_Rechargeable'; }
        else if (MutateString == "SniperRifle_GDI") { WeaponClass = class'Rx_Weapon_SniperRifle_GDI'; }
        else if (MutateString == "SniperRifle_Nod") { WeaponClass = class'Rx_Weapon_SniperRifle_Nod'; }
        else if (MutateString == "TacticalRifle") { WeaponClass = class'Rx_Weapon_TacticalRifle'; }
        else if (MutateString == "TiberiumAutoRifle") { WeaponClass = class'Rx_Weapon_TiberiumAutoRifle'; }
//        else if (MutateString == "TiberiumAutoRifle_Blue") { WeaponClass = class'Rx_Weapon_TiberiumAutoRifle_Blue'; }
        else if (MutateString == "TiberiumFlechetteRifle") { WeaponClass = class'Rx_Weapon_TiberiumFlechetteRifle'; }
        else if (MutateString == "TimedC4") { WeaponClass = class'Rx_Weapon_TimedC4'; }
        else if (MutateString == "TimedC4_Multiple") { WeaponClass = class'Rx_Weapon_TimedC4_Multiple'; }
        else if (MutateString == "VoltAutoRifle_Nod") { WeaponClass = class'Rx_Weapon_VoltAutoRifle_Nod'; }
        else if (MutateString == "VoltAutoRifle_GDI") { WeaponClass = class'Rx_Weapon_VoltAutoRifle_GDI'; }
//        else `Level.Game.Broadcast(self, "blah blah blah", 'Say'); }
//        else BroadcastLocalizedMessage(class'Rx_Mutator_GiveWeapon_LocalMessage', 1);
    }

    // Make sure it isn't in there already.
    if (InvManager.PrimaryWeapons.Find(WeaponClass) < 0); InvManager.PrimaryWeapons.AddItem(WeaponClass);

    if (InvManager.FindInventoryType(WeaponClass) != None) { InvManager.SetCurrentWeapon(Rx_Weapon(InvManager.FindInventoryType(WeaponClass))); }
    else { InvManager.SetCurrentWeapon(Rx_Weapon(InvManager.CreateInventory(WeaponClass, false))); }

    Rx_Pawn(Owner).RefreshBackWeapons();
    Super.Mutate(MutateString, Sender);
}

DefaultProperties
{ 
//  FriendlyName="FriendlyName"
//  Description="Description"
//  GroupName="GroupName"
}
 


 

 

Info :


WEAPON ACQUIRING SECTION


Everything always starts with pressing F5 and typing : "mutate WeaponName"
 

AutoRifle_GDI
AutoRifle_Nod
Airstrike_GDI
Airstrike_Nod
ATMine
Carbine
Carbine_Silencer
Chaingun_GDI
Chaingun_Nod
ChemicalThrower
EMPGrenade_Rechargeable
FlakCannon
FlameThrower
Grenade
GrenadeLauncher
Grenade_Rechargeable
HeavyPistol
IonCannonBeacon
LaserChaingun
LaserRifle
NukeBeacon
MarksmanRifle_GDI
MarksmanRifle_Nod


Pistol
ProxyC4
Railgun
RamjetRifle
RemoteC4
RepairGun
RepairGunAdvanced
RepairTool
PersonalIonCannon
SMG_GDI
SMG_Nod
SMG_Silenced_GDI
SMG_Silenced_Nod
SmokeGrenade_Rechargeable
SniperRifle_GDI
SniperRifle_Nod
TacticalRifle
TiberiumAutoRifle
TiberiumFlechetteRifle
TimedC4
TimedC4_Multiple
VoltAutoRifle_GDI
VoltAutoRifle_Nod

 


 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...