Simple question, are there any mods/mutators that allow you to change default muzzleflash effects?
Thanks

EDIT: Just to clarify, I'm not looking for weapon mods, I'm looking for new muzzleflash that can be used with game's vanilla weapons.
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// Muzzle Flash
// weapon is responsible for setting and clearing bMuzzleFlash whenever it wants the
// MFTexture drawn on the canvas (see RenderOverlays() )
var bool bSetFlashTime;
var(MuzzleFlash) bool bDrawMuzzleFlash;
var byte bMuzzleFlash;
var float FlashTime;
var(MuzzleFlash) float MuzzleScale, FlashY, FlashO, FlashC, FlashLength;
var(MuzzleFlash) int FlashS; // size of (square) texture/2
var(MuzzleFlash) texture MFTexture;
var(MuzzleFlash) texture MuzzleFlare;
var(MuzzleFlash) float FlareOffset;
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var() texture MuzzleFlashVariations[5];
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var() texture MuzzleFlashVariations[10];
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class NameOfMutator expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('SniperRifle'))
{
Weapon(Other).FlashC = 0.1;
Weapon(Other).FlashLength = 0.02;
Weapon(Other).FlashO = 0.015;
Weapon(Other).FlashY = 0.16;
Weapon(Other).MFTexture = Texture'Botpack.Skins.Flakmuz';
Weapon(Other).MuzzleFlashMesh = Mesh'Botpack.muzzFF3';
Weapon(Other).MuzzleFlashScale = 0.4;
Weapon(Other).MuzzleFlashTexture = Texture'Botpack.Skins.MuzzyFlak';
Weapon(Other).MuzzleScale = 2.0;
return false;
}
}
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class NameOfMutator expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon you want to change'))
{
Weapon(Other).make changes here
return false;
}
if (Other.IsA('Another Weapon you want to change'))
{
Weapon(Other).make changes here
return false;
}
if (Other.IsA('Another Weapon you want to change'))
{
Weapon(Other).make changes here
return false;
}
if (Other.IsA('Another Weapon you want to change'))
{
Weapon(Other).make changes here
return false;
}
}
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Warning: Login failed: Failed to spawn player actor
Critical: appError called:
Critical: Failed to spawn player actor
Critical: Windows GetLastError: Not enough memory. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Dang, Code is now tested and fixed:OjitroC wrote: ↑Sun Oct 23, 2022 10:11 pm Your first example there causes the game to crash with the following errorThe following ScriptWarnings are in the logCode: Select all
Warning: Login failed: Failed to spawn player actor Critical: appError called: Critical: Failed to spawn player actor Critical: Windows GetLastError: Not enough memory. (8) Exit: Executing UObject::StaticShutdownAfterError Exit: Executing UWindowsClient::ShutdownAfterError Exit: UGalaxyAudioSubsystem::ShutdownAfterError Log: DirectDraw End Mode Exit: UD3D9RenderDevice::ShutdownAfterError
I thought maybe it needed a Return True at the end but that simply removed sniper rifles from the map I tried.Spoiler
Function Engine.GameInfo.InitGameReplicationInfo:0039) Attempt to assign variable through None
Function Engine.GameInfo.InitGameReplicationInfo:0046) Accessed None 'GameReplicationInfo'
Function Botpack.DeathMatchPlus.InitGameReplicationInfo:001A) Attempt to assign variable through None
Function Botpack.DeathMatchPlus.InitGameReplicationInfo:002B) Accessed None 'GameReplicationInfo'
Function Botpack.DeathMatchPlus.PostBeginPlay:0060) Accessed None 'GameReplicationInfo'
Function Botpack.DeathMatchPlus.PostBeginPlay:0068) Attempt to assign variable through None
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class MFTest_Mutator expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('SniperRifle'))
{
Weapon(Other).FlashC = 0.1;
Weapon(Other).FlashLength = 0.02;
Weapon(Other).FlashO = 0.015;
Weapon(Other).FlashY = 0.16;
Weapon(Other).MFTexture = Texture'Botpack.Skins.Flakmuz';
Weapon(Other).MuzzleFlashMesh = Mesh'Botpack.muzzFF3';
Weapon(Other).MuzzleFlashScale = 0.4;
Weapon(Other).MuzzleFlashTexture = Texture'Botpack.Skins.MuzzyFlak';
Weapon(Other).MuzzleScale = 2.0;
return true; //Fixed here
}
bSuperRelevant = 0; //Fixed here
return true; //Fixed here
}