Einzelnen Beitrag anzeigen
  #13  
Alt 7. July 2002, 20:01
4pocalypz
Guest
 
Beiträge: n/a
Wieso funzts dann so nicht :

unction bool AlwaysKeep(Actor Other)
{
local bool bTemp;

if ( NextMutator != None )
return ( NextMutator.AlwaysKeep(Other) );
return false;
}

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{

if ( Other.IsA('Weapon') )
{
if( Other.IsA(WeaponName) && Other.Owner != None)
{
Weapon(Other).PickupAmmoCount = Weapon(Other).AmmoName.Default.MaxAmmo;
return true;
};

return false;
}

if ( Other.IsA('Ammo') )
{

if( Other.IsA(AmmoName) && Other.Owner != None)
{
Ammo(Other).AmmoAmount = Ammo(Other).MaxAmmo/2;
return true;
};

return false;
}

bSuperRelevant = 0;
return true;
}

defaultproperties
{
WeaponName=minigun2
AmmoName=Miniammo
DefaultWeapon=Class'Botpack.minigun2'
}

Wenn ichs so mache, gibts im ganzen Level ueberhauptkeine Waffen und muni(gut), aber die Pawns haben auch keine(schlecht).