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function bool CheckReplacement(Actor Other, out byte bSuperRelevant) {
if (TournamentHealth(Other) != None)
{
//Other.Mesh = LodMesh'UnrealShare.Scuba'; <- does not work neither
Other.Mesh = Mesh'UnrealShare.Scuba';
log("set mesh for" @ Other $ ", Mesh=" $ Other.Mesh);
}
return true;
}
But visually nothing changed. Is it in general not possible to change the mesh while a map is executed?UnrealTournament.log wrote:ScriptLog: set mesh for TestmapV2(SB).HealthPack0, Mesh=UnrealShare.Scuba
ScriptLog: set mesh for TestmapV2(SB).HealthVial0, Mesh=UnrealShare.Scuba
ScriptLog: set mesh for TestmapV2(SB).MedBox0, Mesh=UnrealShare.Scuba