TournamentWeapon's Affector should be an Inventory chain.

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PrinceOfFunky
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TournamentWeapon's Affector should be an Inventory chain.

Post by PrinceOfFunky »

The TournamentWeapon's Affector(Class: TournamentPickup) is only used by the UDamage, which inserts itself inside or remove the Affector without caring about the fact that the Affector could be consider as an Inventory chain, like in here:

Code: Select all

TournamentWeapon(UDamageWeapon).Affector = None;
or here:

Code: Select all

TournamentWeapon(UDamageWeapon).Affector = self;
This doesn't let players to carry new affectors while already carrying one and doesn't let modders to create new Affectors, or better, they could but if a player is carryng on that custom Affector, picking up a UDamage(or another Affector which doesn't care about other possible Affectors) would remove it.

And so I think I'm gonna fix UDamage class, create a mutator which replaces UDamages with fixed ones and put useful functions to put an Inventory inside an Inventory chain(whatever it is).
"Your stuff is known to be buggy and unfinished/not properly tested"
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Wormbo
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Re: TournamentWeapon's Affector should be an Inventory chain

Post by Wormbo »

They are in EnhancedItems. The PickupPlus class can build an affector chain if every participant (except the last) also is a PickupPlus. You can, for example, combine the Relic of Strength from Enhanced Relics with the UDamage from the Enhanced items mod or the Quad Damage from Q3T. In both cases the power boosts will combine (another PickupPlus feature) and both effects will play when you fire a weapon.
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