Again more maths and I'm guessing again simple is better.
As I well recall "quadshot"-s story, I was respecting rules granted in original. However at replacing an OLquadshot (Yes I'm replacing that too) I took in account (a little later indeed) that my replacement needs to hook New ammo. Whoever was "fixing" that OL... (bad A.I. code) he has changed FlakAmmo with SheelBox (I cannot answer why - some head-lulu perhaps). My clone will have that too by changing properties on fly right when spawn during replacement process. I don't get what is so hard.
Solution 1) - for me works in "function bool ReplaceWithOther"
Code: Select all
...
//all stories goes here
//then latest checks
if ( O.IsA('OLquadshot') && MHquadshot(Alt) != None )
Alt.SetPropertyText("AmmoName",O.GetPropertyText("AmmoName"));
Solution 2) Comes addressing AmmoName directly else "Default.AmmoName" or both (timings issues ? - TimeDilation, States ) - default I added at cloning armors, it was something nasty at Suits so I had to attack defaults.
In random moments of life UScript has an advantage of simple things doable. No worries I the past I've missed these classes.
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Edit: - According to
http://wiki.beyondunreal.com/Legacy:QueenDest
I don't understand explanations without explanations.
Some people forgot to explain what happens when 2 or 3 Queens are teleporting into the same QueenDest and are counted. Level become a lottery as long as Queens are vanished like, they won't perform their Event any more and will mess up opening whatever doors, firing a Factory, triggering something (new PlayerStart, Teleport to next zone, MonsterEnd for MH) and so on... having all chances to mess up Level. After 16 Years of UT I don't see anyone explaining to these lost mappers from whatever location "utmappers" forum board claiming themselves mappers what exactly is a need to avoid in order to not have a rammed Level when we speak about UnrealI creatures or they need new glasses to read some tutorials because ON-Line they seems to not learn nothing. I won't go Off-Topic with CreatureFactory setup...