THIS PAGE HAS MOVED TO MutTutorial!
class MutNeedBetterName extends Mutator; //creates a new class for your mutator and makes it an extension of the mutator class. //This makes it so it follows all the rules a mutator does. var int MultiJumpCount, MultiJumpBoost, StartingHealth, MaximumHealth; // The number of multi-jumps allowed //The boost the player gets from a multi-jump and the player's starting health // The var keyword prefixes a variable declaration. // A variable declaration tells the engine what information this // object needs to store and what kind of information it is. // The type of information in this declaration is int, short // for integer. An integer is a whole number, either positive // or negative. // The () puts these variables in a group and makes them // visible in UnrealEds property browser. Since this is a // mutator and likely won't be placed in a map, the () is // probrably unnecessary. Function Modifyplayer(pawn other) //A function (set of actions, in the case of Uscript often predefined) that will modify the avatars/bots (pawns). // Other is a variable that stores a reference to the player // that we are modifying. The function uses this information // to find the player amidst all the other things in the game // world. //I am using modify player because I want to change the properties of a player, in this case the MultiJumping power. { // Local is just like the Var keyword - it tells the engine // that we need to store some information, and what type of // information to store. However, Local declarations go away // at the end of the function, while Var ones stay around // until this object is destroyed. (Since it's a mutator, // it will be destroyed when the level changes.) Local Xpawn x; //Xpawn = changeable guy // This stores the information we had in Other, in X as well. // We cast Other to an xPawn (which is what X is) because an // xPawn is a type of Pawn. (which is what Other is) Since // every xPawn is a Pawn, but not all Pawns are xPawns, we // have to tell the engine that the Pawn in Other is actually // an xPawn. X = xPawn(other); // Now we check to see if X holds valid information or not. // If it was a reference to a player that didn't actually // exist, or if the statement before this one (where we told // the engine that our Pawn (Other) was an xPawn turned out // to be untrue, then X might not hold valid information. // Most of the time it will hold valid information, but this // line checks just to be sure. if (X != None) { // Make X's MaxMultiJump equal to XMultiJump etc. x.MaxMultiJump = MultiJumpCount; x.MultiJumpBoost = MultiJumpBoost; x.Health = StartingHealth; x.HealthMax = MaximumHealth; } } defaultproperties { MultiJumpCount=10 MultiJumpBoost=50 StartingHealth=250 MaximumHealth=250 GroupName="MutNeedBetterName" FriendlyName="What ever you want the Mutator to be called" //This is the name of the Mutator that will display in game Description="Changes your initial health and Multi-Jumping ability" } //Next add this code to the file UT2004.ini: "EditPackages=MutTutorial" //Move the folder MutTutorial into C:\UT2004 (or where ever you installed UT2004) //Move the file MutTutorial.int into UT2004\system //Open Command line (a quick way to do this is to open "run" and type cmd) //type in "C:\UT2004\System\ucc make" press enter and wait. //Ucc will go through all the folders and if you edited your UT2004[or 3 i think].ini right it should go through your folder. //Hopefully it will say success, there were no errors. If it does run Unreal Tourney and you will see under muators Mutation Tutorial
Page Information
2022-11-18T16:03:45.295555Z
2006-05-04T15:51:50Z
Ip-139-77.station.sony.com
*the script wouldn't compile because of missing ; in line 62
https://wiki.beyondunreal.com/Legacy:MutTutorial Code
Attribution-NonCommercial-ShareAlike 3.0