That doesn't do too much except when weapon has a configuration that has access from game's preferences menu. In other hand if package has a sort of arena mutator, only that sort of thing does whatever listing, else I don't get what else should happen.
Like I said, testing means
summon command, weapon doesn't simply show from nowhere. Either way THIS int
Code: Select all
[Public]
Object=(Name=UT4BarretRifleV2.FUNArenaBolt,Class=Class,MetaClass=Engine.Mutator,Description="FUNBarret")
Preferences=(Caption="Mutators",Parent="Advanced Options")
Preferences=(Caption="FunBarret",Parent="Mutators",Class=UT4BarretRifleV2.FUNArenaBolt,Immediate=True)
Object=(Name=UT4BarretRifleV2.FUNBarret,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Classification: Ultra long Range Ballistic Assassin Rifle")
Object=(Name=UT4BarretRifleV2.FUNTrans,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Classification:[UT4]Trans")
allows listing through mutators and YOU NEED to Pick It for being used.
Now let me see if package posted by Oijtroc has normal integrity because the file which I've exported it looks functional (but it uses old package for some reasons )... perhaps it has old hard-coded calls from mutator and properties accordingly...
Code: Select all
else if (!Other.IsA(WeaponName))
{
Fourth = Spawn(class'UT4BarretRifleV1.FUNBarret'); //LOL
Fourth.SetLocation(Other.Location);
Fourth.SetRotation(Other.Rotation);
return false;
}
To not forget that for a server this package has to be placed in ServerPackages or else there is nothing to see in clients...
Edit:
Now let me solve mutator because it does calls to old weapon... These properties weren't normally visible and then... we have to adjust a bit this mutator... and making properties visible.
Edit2: I studied package and we have a surprise (conforming package perhaps would be easier...). All codes concerning whatever internal class are calling OLD package name, all these calls should be pointed to newer package... or removed package calls allowing only class call. Never mind I'll edit them all.
And then... package it looks like has a configuration menu allowing user to control "features" - it's not like a dedicated server has a menu... In this case package being dedicated to a hard-coded name, simply morphing it won't help, but it's still doable, every single class calling package must be edited... cough...
Edit3:I think I've done it...
Internal assets calling "V1" were modified for calling "V2" - these being re-compiled still without a source-code, but using Editor with internal data loaded... these resources are a bit more harder to manage than textures and sounds...