Ukill Posted January 15, 2017 Share Posted January 15, 2017 View File 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 Submitter Ukill Submitted 01/15/2017 Category Modifications Quote Link to comment Share on other sites More sharing options...
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