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| Can someone send me the ItemizerV21.INI ? http://www.runestorm.com/forums/viewtopic.php?f=4&t=67722 |
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| Author: | Glosmostinex [ Tue Nov 04, 2008 2:40 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
I need it, since it (bizarrely) don't show in my system folder(even after activating and playing with the mutator) I dowloaded BW 2 and BW2.1 and I didn't found the .INI too. Thanks! |
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| Author: | Glosmostinex [ Fri Nov 07, 2008 5:59 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
No one has it? |
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| Author: | Glosmostinex [ Mon Dec 29, 2008 1:35 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
well, sorry for bumping my own topic. but I solved this! It looks like I had to create a Itemizer group.(maybe I'm a idiot to don't think in that) And, if anyone here didn't used the Itemizer, it's really fun.
(it's like Halo 3 forge, but in Unreal) *thinks to put a leviathan at DM-Gael* just curious, but can you put static meshes with itemizer? |
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| Author: | OCAdam [ Mon Dec 29, 2008 9:10 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
Nope! HOWEVER, there's something called the PillarGun, which does allow you to place them into levels as you please. Even more specially, my bro modified this weapon and made a version that placed stuff that was impossible to destroy unless you used the PG's new secondary fire: an eraser. If I can find my .u files for it, I'll modify it so people can use it for themselves (my current version has statics that are not available since they were custom ones I made myself using UEd). |
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| Author: | Glosmostinex [ Mon Dec 29, 2008 10:28 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
lol, that mutator is perfect on Invasion! (made a fort with 5 floors) too bad that it isn't possible to mount weapons in it. wait, you can put your own static meshes? that's cool. I'll see if i make some! perhaps I'll modify it, and make the SM more durable. you noticed how bots tend to develop beautiful abstract sculptures with it? perhaps if it was ballistified, the controls would be more suitable to it: primary: put the SM, secondary could be an eraser. but since they could be destructible, yet powerful(750-1000HP would be nice), you can only erase your own work. special could choose what model you want. |
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| Author: | OCAdam [ Tue Dec 30, 2008 1:27 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
... That's almost exactly the controls my bro coded my version of the pillar gun to do. SMs were indestructable, but only the owning player could use their eraser to destroy the SMs. Primary spawned an SM unless it was too far away (in which case nothing get spawned (original spawned the object in the middle of the level... oddly)). Secondary erased SMs that were yours, and only yours. You had to specifically set this up (he named a new function key), but tertiary changed SMs you'd spawn. I modded this further to spawn many other SMs that were created by me, and also a lot of the BW levels' SMs. That's why I can't pass it to you, it would have things you don't and cause a crash! |
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| Author: | Glosmostinex [ Tue Dec 30, 2008 10:42 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
perhaps You could send the codes, and I delete the lines that spawn the new static meshes... actually i already started to ballistify the gun, but the PillarBeamFire WANTS to expand with the ShockBeamFire
and I always get that "superclass not found" :/ |
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| Author: | OCAdam [ Tue Dec 30, 2008 10:50 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
I'll see if I can't make the uc files an attachment here... [br]File: [url=../../files/public/1230655844_246_FT67722_pillargun.zip]Pillar Gun UC Files[/url] Yup! I think this is the one that has my bro's code replacing parts of the original's. |
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| Author: | Glosmostinex [ Tue Dec 30, 2008 12:02 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
Thanks! Edit: I deleted some things in the code and got this error while compiling: Error: C:\Jogos\UT2004\PillarGun\Classes\ItemChanger.uc(12) : Error, 'UnknownFunction161': Bad command or expression |
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| Author: | OCAdam [ Tue Dec 30, 2008 1:25 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
When you delete things, you must make sure you have set the changer function to realize that it is counting the right number of object now. If there are 7 things to choose from, but the chooser thinks there are 13, it won't compile. |
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| Author: | Glosmostinex [ Tue Dec 30, 2008 3:12 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
Code: //================================================================================
// ItemChanger. //================================================================================ class ItemChanger extends WeaponFire; function DoFireEffect () { local PillarGun Wep; Wep = PillarGun(Weapon); UnknownFunction161(Wep.Item,1); if ( UnknownFunction151(Wep.Item,9) ) { Wep.Item = 1; } if ( UnknownFunction154(Wep.Item,1) ) { PlayerController(Instigator.Controller).ClientMessage("WoodenBeam"); } if ( UnknownFunction154(Wep.Item,2) ) { PlayerController(Instigator.Controller).ClientMessage("WoodenPost"); } if ( UnknownFunction154(Wep.Item,3) ) { PlayerController(Instigator.Controller).ClientMessage("WoodenCylinder"); } if ( UnknownFunction154(Wep.Item,4) ) { PlayerController(Instigator.Controller).ClientMessage("WoodenSheet"); } if ( UnknownFunction154(Wep.Item,5) ) { PlayerController(Instigator.Controller).ClientMessage("WoodenWall"); } if ( UnknownFunction154(Wep.Item,6) ) { PlayerController(Instigator.Controller).ClientMessage("Ballistic Bunker"); } if ( UnknownFunction154(Wep.Item,7) ) { PlayerController(Instigator.Controller).ClientMessage("Ballistic Wall Block"); } if ( UnknownFunction154(Wep.Item,8) ) { PlayerController(Instigator.Controller).ClientMessage("Ballistic Fence Gate"); } if ( UnknownFunction154(Wep.Item,9) ) { PlayerController(Instigator.Controller).ClientMessage("Ballistic Wall Big Block"); } } defaultproperties { FireRate=0.45 AmmoClass=Class'XWeapons.ShockAmmo' } what's wrong with it?
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| Author: | OCAdam [ Tue Dec 30, 2008 5:18 pm ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
Uh... that barely looks like the UC code I'm looking at! Code: //=============================================================================
// Pillar Gun //============================================================================= class PillarGun extends ShockRifle config(user); var int item; replication { reliable if (Role == ROLE_Authority) item; reliable if (Role < ROLE_Authority) ServerPillarGunSpecial; } function ServerPillarGunSpecial(int newItem) { item = newItem; } exec simulated function PillarGunSpecial() { if(++item > 13) item = 1; if(item == 1) PlayerController(Instigator.Controller).ClientMessage("Wooden Beam"); if(item == 2) PlayerController(Instigator.Controller).ClientMessage("Wooden Post"); if(item == 3) PlayerController(Instigator.Controller).ClientMessage("Wooden Cylinder"); if(item == 4) PlayerController(Instigator.Controller).ClientMessage("Wooden Sheet"); if(item == 5) PlayerController(Instigator.Controller).ClientMessage("Wooden Wall"); if(item == 6) PlayerController(Instigator.Controller).ClientMessage("Ballistic Bunker"); if(item == 7) PlayerController(Instigator.Controller).ClientMessage("Ballistic Wall Block"); if(item == 8) PlayerController(Instigator.Controller).ClientMessage("Ballistic Fence Gate"); if(item == 9) PlayerController(Instigator.Controller).ClientMessage("Ballistic Wall Big Block"); if(item == 10) PlayerController(Instigator.Controller).ClientMessage("Barbed Wire"); if(item == 11) PlayerController(Instigator.Controller).ClientMessage("Destroyed Building"); if(item == 12) PlayerController(Instigator.Controller).ClientMessage("Foxhole Bunker"); if(item == 13) PlayerController(Instigator.Controller).ClientMessage("Sniper Tower"); ServerPillarGunSpecial(item); } defaultproperties { Item=1 FireModeClass(0)=Class'PillarGun.PillarBeamFire' FireModeClass(1)=Class'PillarGun.PillarBeamEraseFire' AIRating=0.000000 CurrentRating=0.000000 Description="The Pillar Gun!" PickupClass=Class'PillarGun.PillarGunPickup' ItemName="Pillar Gun" } -- Edit: I think I knows what's wrong. You forgot to delete the UC files from the original PillarGun. That's not a UC file that exists in my bro's code, that's what was wrong! BTW, you need to setup the User.ini to have a key that has it set to this: PillarGunSpecial For example: X=PillarGunSpecial That would set the X key to do the PillarGunSpecial. This exaple is what I have on my User.ini: X=WeaponSpecial|OnRelease WeaponSpecialRelease|PillarGunSpecial |
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| Author: | Glosmostinex [ Wed Dec 31, 2008 12:47 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
ah, it's working now! hehe, made a massive fort at PueblinCanino... Thank you! Now I must test to see if it works in LAN... this can be actually pretty nice in LAN Invasion. |
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| Author: | OCAdam [ Wed Dec 31, 2008 9:48 am ] |
| Post subject: | Can someone send me the ItemizerV21.INI ? |
Cool. Originally my bro had been trying to make it work with teams to allow teammates also delete creations, but he was unable to get the SMs spawned by the PG to realize the team the owner was on and allow for the team to do erasing. It took too long and he had to leave by that time, so that's a feature he never got finished with... |
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| Author: | Jockgoma9 [ Mon Feb 13, 2012 2:44 pm ] |
| Post subject: | Re: Can someone send me the ItemizerV21.INI ? |
Could you possibly re-link the file? For some reason the URL wont work for me. Also if you are using a Macintosh computer there should actually be two system folders for Unreal Tournament 2004. One of them in the actual game launcher itself and another in Users/<Insert User name here>/Library/Application Support/Unreal Tournament 2004. The system folder in the game launcher is for installing modifications in and the other system folder is for things like configuring a modification. |
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