7. July 2002, 20:01
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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).
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