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 Post subject: Embedding a mutator
PostPosted: Tue Jan 06, 2009 6:52 pm 
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Location: Coos Bay Oregon
Would someone mind explaining to me or post a link to a tutorial that explains how to embed a mutator into a map? I would like a couple of particular mutators to load with a given map without having to put them on a server. I can combine them code-wise but I stll don't know the proper way to add them into the map file itself.

Thanks guys!

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 Post subject:
PostPosted: Tue Jan 06, 2009 11:47 pm 
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in the command line in the editor you type the same load object function as you would do if importing something into a package, just set the name to the mutators name and the destination to mylevel. Try that and see if it works, i did it once and it worked fine for me :) .... ping me if it doesn't work and i'll see if i can find the exact line of text somewhere in my backups.

Added after 12 minutes:

oh ... forgot some important notes.

If the mutator are visible in the actor tree then it's imported correct. Now in order to embed it you need to place the actual mutator in the map as if it was just another pickup or pathnode, if it's a weapon you might want to place it somewhere that doesn't affect the gameplay, if it's a replacement mutator be sure it's the replacement mutator you place and not the weapon itself. Now that's done you need to <rebuild all> and save, just as when adding textures to mylevel.


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PostPosted: Wed Jan 07, 2009 5:33 am 
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Thanks D! I had thought it would be that type of function. I'll probably get to it this weekend, so I'll let you know if it works OK.

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 Post subject:
PostPosted: Wed Jan 07, 2009 7:04 am 
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Even if you do it that way it won't be active. Activating it needs a custom actor with this sort of code:

Code:
//=============================================================================
// MutatorApplier. Written by Titled for the map MH-Rise of evil
//=============================================================================
class MutatorApplier expands Triggers;

var() class<Mutator> MutatorClass;

function PostBeginPlay()
{
   Local Mutator MyMutator;
   MyMutator = Spawn(MutatorClass);
   MyMutator.NextMutator = Level.game.Basemutator;
   Level.game.BaseMutator = MyMutator;
   Level.game.DamageMutator = MyMutator;
}

Make sure that the mutator actor is placed somewhere in the level though
Speaking of Code, Postal how are the robots doing? :P

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 Post subject:
PostPosted: Wed Jan 07, 2009 7:58 am 
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oh? Well, in that case the MH mod is messed up good.


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 Post subject:
PostPosted: Wed Jan 07, 2009 8:32 am 
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Thanks Al. I had assumed a bit of call code would be needed somewhere and honestly I thought that was what Dane was hinting at.

Man I gotta get those robots done, don't I? It's on my list, I swear. Think I'll lock myself in my room this weekend and tidy up a bunch of things.

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PostPosted: Wed Jan 07, 2009 12:33 pm 
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Location: London
No problem, Anytime. and thank you very much ;)

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