WarHead Ammo

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Loose Cannon
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WarHead Ammo

Post by Loose Cannon »

Hello All:

I'm sure it's been discussed somewhere, but didn't find any thread. Why am I unable to add "warhead ammo" from the actor class browser?
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EvilGrins
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Re: WarHead Ammo

Post by EvilGrins »

Think it's the only weapon that doesn't have ammo... which is weird because with the RedeemerArena mutator it has Warhead Ammo built into it, to change any ammo on a map into that.
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Re: WarHead Ammo

Post by Barbie »

Loose Cannon wrote:Why am I unable to add "warhead ammo" from the actor class browser?
In fact it is added: have a look at Edit > Search for Actors at WarheadAmmoXXX. It its just not displayed in UnrealEd nor in engine while running the map because of its settings, but a player can pick it up.
Solution: Set the following properties for your added WarHeadAmmo:
Ammo > AmmoAmount=1
Display > Mesh=LodMesh'Botpack.missile'
Inventory > PickupViewMesh=LodMesh'BotPack.Missile'
Inventory > PickUpMessage="You picked up a Redeemer missile."
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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EvilGrins
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Re: WarHead Ammo

Post by EvilGrins »

Had to go digging through the screenshots thread on Hook's forum to find this:
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That's operating under the RedeemerArena mutator and, as you can see on the lower right is the Warhead Ammo that mutator provides.

Like I said, don't think you can make it visual without that mutator or some other that provides similar.
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Re: WarHead Ammo

Post by Chamberly »

I remember trying to have the ammo laying around in a CTF/DM and it didn't show up at all (invisible) but able to pick it up. Weird.

But it's in the actor browser. You looking in the right place? Weapons > etc?
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Re: WarHead Ammo

Post by EvilGrins »

Maybe nobody thought it was really necessary:
· A normal redeemer has a maximum of 2 shots normally, provided you wait around for another one or find another redeemer somewhere.
· Under RedeemerArena you can carry up to 99 extra shots for your redeemer, more if you ALLAMMO command.
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Loose Cannon
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Re: WarHead Ammo

Post by Loose Cannon »

Barbie,

I couldn't find "missile" under the botpack textures?...... Inventory > PickupViewMesh=LodMesh'BotPack.Missile'
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Re: WarHead Ammo

Post by OjitroC »

Loose Cannon wrote: I couldn't find "missile" under the botpack textures?...... Inventory > PickupViewMesh=LodMesh'BotPack.Missile'
It isn't a texture but a mesh - have a look in UEd > Actors > Projectile > WarShell > Default Properties > Display > Mesh and you will see it there.
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Re: WarHead Ammo

Post by Loose Cannon »

Thanks OC, that worked, but I can't see it during gameplay. I can see it in the editor fine, but during gameplay I don't see it even though I can pick it up. So it is there in gameplay, I just can't see it.

Thanks!
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Re: WarHead Ammo

Post by Barbie »

Loose Cannon wrote:I can see it in the editor fine, but during gameplay I don't see it
This one is for displaying in UnrealEd:

Code: Select all

Display > Mesh=LodMesh'Botpack.missile'
This one is - as the name indicates - for the pickup view:

Code: Select all

Inventory > PickupViewMesh=LodMesh'BotPack.Missile'
Make sure that every WarheadAmmo in your map has this settings. Maybe you have changed the default settings instead: it only affects items added after that.
Loose Cannon wrote:I couldn't find "missile" under the botpack textures?...... Inventory > PickupViewMesh=LodMesh'BotPack.Missile'
You can just copy and paste the text "LodMesh'BotPack.Missile'" in the "Actor Properties" window; you don't have to use Editor's "Use" button
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Re: WarHead Ammo

Post by Chamberly »

Ah so we have to set the mesh view... okay. I thought something was missing!
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Loose Cannon
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Re: WarHead Ammo

Post by Loose Cannon »

Still not sure what I'm doing wrong. I followed all of your steps Barbie and I can see it where I placed it in the editor but I just don't see it during gameplay....thanks though...I'll try to keep fooling around with it.
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Re: WarHead Ammo

Post by Barbie »

Loose Cannon wrote:but I just don't see it during gameplay
You can also do the following: Select one of your WarHeadAmmo you have in your map and choose UnrealEd's menu Edit>Copy. Then open a text editor and choose Edit>Paste. The text should be something like this:
Begin Map
Begin Actor Class=WarHeadAmmo Name=WarHeadAmmo0
AmmoAmount=1
PickupViewMesh=LodMesh'Botpack.missile'
myMarker=InventorySpot'MyLevel.InventorySpot0'
Level=LevelInfo'MyLevel.LevelInfo0'
Tag=WarHeadAmmo
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',ZoneNumber=1)
Location=(X=68.000000,Y=-84.000000,Z=-98.000000)
OldLocation=(X=68.000000,Y=-84.000000,Z=-98.000000)
bSelected=True
Mesh=LodMesh'Botpack.missile'
Name=WarHeadAmmo0
End Actor
End Map
Yours may differ at some properties, but the red marked should be the same.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Loose Cannon
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Re: WarHead Ammo

Post by Loose Cannon »

Finally got it Barbie! The problem was I was changing the mesh settings of the Warhead ammo before placing it in the map and it would never save. I didn't think about changing the settings after I placed it because I could never see it but I finally put two and two together... thanks so much for your help and thanks for putting up with me!! :lol: :tu:

PS.....is there any way to set it so you can carry more than 2 warheads?
SC]-[WARTZ_{HoF}
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Re: WarHead Ammo

Post by SC]-[WARTZ_{HoF} »

Loose Cannon wrote:PS.....is there any way to set it so you can carry more than 2 warheads?
Default WarHeadAmmo.uc class is coded for maxammo of only two.

Code: Select all

//=============================================================================
// WarheadAmmo.
//=============================================================================
class WarheadAmmo extends TournamentAmmo;

defaultproperties
{
	MaxAmmo=2
}
You would need to use a mutator to change this value.
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