zunnie Posted April 25, 2017 Share Posted April 25, 2017 I'm trying to modify (for testing purposes) the GDI Soldier for now but this code here does not seem to work: function ModifyPlayer(Pawn Other) { if (Other.IsA('Rx_FamilyInfo_GDI_Soldier') && Other.HealthMax != 1000) { Other.HealthMax=1000; Other.Health=1000; } super.ModifyPlayer(Other); } I also tried this, with an extended test, which also does not seem to do much: function bool CheckReplacement(Actor Other) { if (Other.IsA('Rx_FamilyInfo_GDI_Soldier') && !Other.IsA('Test_FamilyInfo_GDI_Soldier')) { ReplaceWith(Other,"Test_FamilyInfo_GDI_Soldier"); } return true; } Can anyone help me with this perhaps? How do i override the default GDI Soldier (or other characters for that matter) with a mutator? Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted April 25, 2017 Share Posted April 25, 2017 Try checking some of the mutators Ukill has posted in the downloads page, I think part of the deck mutator has HP adjustment. Edit: May show under Yosh also. 1 Quote Link to comment Share on other sites More sharing options...
zunnie Posted April 25, 2017 Author Share Posted April 25, 2017 I saw those. I can replace weapons for characters just fine. But i would like to know how to replace the characters themselves. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted April 25, 2017 Share Posted April 25, 2017 Here is the Change health part class Rx_Mutator_NormalizeHealth_Pawn extends Rx_Pawn ; simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree(SkelComp) ; if (SkelComp == Mesh) { SetTimer(0.5, false, 'NormalizeHealth' ) ; } } simulated function bool NormalizeHealth () { healthmax = 200 ; health = 200 ; return true; } 1 Quote Link to comment Share on other sites More sharing options...
zunnie Posted April 25, 2017 Author Share Posted April 25, 2017 Nice, that's a start. However, how do i check for specific characters such as the GDI Soldier, or GDI Hotwire and apply different values? Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted April 25, 2017 Share Posted April 25, 2017 Not my area of expertise I am afraid. Try asking @Ukill or @yosh56 or @Agent 1 Quote Link to comment Share on other sites More sharing options...
zunnie Posted April 25, 2017 Author Share Posted April 25, 2017 Alright, thanks for your help though Quote Link to comment Share on other sites More sharing options...
j0g32 Posted April 25, 2017 Share Posted April 25, 2017 From what I have seen so far, these properties seem to be (mostly?) contained in those family info classes. Do you want to modify ("rebalance") health/armour for specific classes? 1 Quote Link to comment Share on other sites More sharing options...
zunnie Posted April 25, 2017 Author Share Posted April 25, 2017 Yes that's what i'm trying here Quote Link to comment Share on other sites More sharing options...
zunnie Posted April 26, 2017 Author Share Posted April 26, 2017 Replacing the Rx_PRI with my own now. Will take a while to complete. Unless someone has better ideas? Quote Link to comment Share on other sites More sharing options...
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