Anything in the log to indicate why this is the case?
There is a spawner in the DC-Pawns packages that you may need to use to spawn them.
Anything in the log to indicate why this is the case?
That's interesting - confirms that one works OK
Went looking for that, found these · https://utfiles.lagout.org/GameTypes/Corpsemania/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Interesting - I have seen most of those before but not from that source. Of those packages only CorpseMode.u actually contains a ScriptedPawn zombie. A couple of the others are examples of 'packs' that can be made to run with the CorpseMania gametype. CorpseMode itself seems to be a variant on the CorpseMania gametype.EvilGrins wrote: ↑Wed Feb 26, 2020 8:42 pm Went looking for that, found these · https://utfiles.lagout.org/GameTypes/Corpsemania/
That actually could work out, sort of set it up as a turret-gun in specific spots.
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Yes, that would work though account would need to be taken of the limited range of the projectile (it might be necessary to subclass it as the range may be due, in part, to its speed) and of the direction in which it is fired (haven't looked at this aspect so don't know what determines firing direction).
Took a shot at editing it last night, didn't have much luck. While I could increase the speed of the projectile I couldn't change its range, although I didn't try altering it to something else.OjitroC wrote: ↑Fri Feb 28, 2020 3:45 pmYes, that would work though account would need to be taken of the limited range of the projectile (it might be necessary to subclass it as the range may be due, in part, to its speed) and of the direction in which it is fired (haven't looked at this aspect so don't know what determines firing direction).
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
The projectile is subclassed from the UT_BioGel and it has a maximum speed of 500 and a default speed of 250 - so you could increase the speed to the maximum but I don't think it will do much to increase the range. That's why I suggested subclassing it to up the speed quite a bit though I don't know if this would increase the range much nor do I know what it might do to the way the projectile looks in flight.
No, so overall it isn't that useful really.
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
You could try embedding that mutator in a map (turning the zombies off if you don't want them).
I came across this mutator - it changes the lighting in a map - I haven't used it so have no idea if it works, etc, but it may be of some use.