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increasing the bounce limit on razorjack...or sumat like 'at

 
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Xavious
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Joined: 13 Jul 2003
Posts: 2250

PostPosted: Wed Jun 30, 2004 8:25 pm    Post subject: increasing the bounce limit on razorjack...or sumat like 'at Reply with quote

how might one make the razorjack keep bouncng off walls. it only does 4 bounces and then dissappears. i need to make it keep bouncing. or at least make it bounce alot of times.

bounce is the complete wrong word but ya get what i meen.
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}TCP{Carnage
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Joined: 19 Dec 2002
Age: 43
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PostPosted: Thu Jul 01, 2004 12:28 am    Post subject: Reply with quote

Hmmz in my personal oppinion the Razorjack is the crappiest gun of all ,.. Keep it that way or delete it all together...
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}TCP{aLICe
...playing too much


Joined: 20 Mar 2003
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PostPosted: Fri Jul 02, 2004 10:43 pm    Post subject: Reply with quote

I do not agree!
I like very much to cut off heads of guys, who are very proud of carrying asmd, and trying to shot me on Sinfonia when I respawn near to razor Cool
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}TCP{Wolf
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Joined: 19 Dec 2002
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PostPosted: Sat Jul 03, 2004 2:15 pm    Post subject: Reply with quote

Hehe... I already did something like that in Monstermash...

Have a look at the Razor / Alt-Razor projectile class. It counts the bounces before self-destruction, so you'd basically just need your own Razor-projectiles with a different bounce-limit (I am currently not aware if the limit is just a variable setting but as I know Epic's super duper stupidity it isn't...).

The other thing is you will want to check the Lifespan, because even if you allow more bounces I'm not sure about the total range of these projectiles.

Once you have your new projectiles, set your razorjack to use them.

I've discovered a nice trick that allows for delayed spawned actors have altered default properties before being spawned...

class'[yourclass]'.default.[value]=[sumvalue];
spawn(class'[yourclass]');

In this combination, you pre-set new default values which all instances of this class will use when spawned. In the case of the razorjack, if you wanted to use your new projectile class with them, you would first have to change all existing razorjack's projectile class and then set the default property accordingly to handle all newly spawned razors... oh yes and that works WITHOUT a mutator... cool eh?

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Xavious
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Joined: 13 Jul 2003
Posts: 2250

PostPosted: Mon Jul 05, 2004 5:34 pm    Post subject: Reply with quote

ah thnx. helped alot for my maps.

1 more thing....the unreal editer fix 4...does that install ocx files ito the windows/system32 folder?

cause thats what people keep telling me....however, when i reformatted my pc and was mising .ocx files, i actually searched the internet for them and manually installed them.

was that completely unneccesary?

unecessary

unneseccary

one of the 3
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}TCP{Wolf
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Joined: 19 Dec 2002
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PostPosted: Tue Jul 06, 2004 11:27 am    Post subject: Reply with quote

LOL well that I don't know Smile I rarely use the editor nowadays.
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Xavious
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PostPosted: Tue Jul 06, 2004 1:37 pm    Post subject: Reply with quote

the raxor is in a good place in deck 16... it i surrounded by a curved wall so if u practice, u can shoot round that wall at any angle
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Xavious
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PostPosted: Mon Jul 19, 2004 3:13 pm    Post subject: Reply with quote

1 more...

how does one increase the range on the rifle.

i could prob do this 1 myself but tell me anyway so i dont mess up
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}TCP{Wolf
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PostPosted: Mon Jul 19, 2004 7:59 pm    Post subject: Reply with quote

defaultproperties
{
MaxTargetRange=16384
}

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