how might one make the razorjack keep bouncng off walls. it only does 4 bounces and then dissappears. i need to make it keep bouncing. or at least make it bounce alot of times.
bounce is the complete wrong word but ya get what i meen.
increasing the bounce limit on razorjack...or sumat like 'at
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Hmmz in my personal oppinion the Razorjack is the crappiest gun of all ,.. Keep it that way or delete it all together...
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Hehe... I already did something like that in Monstermash...
Have a look at the Razor / Alt-Razor projectile class. It counts the bounces before self-destruction, so you'd basically just need your own Razor-projectiles with a different bounce-limit (I am currently not aware if the limit is just a variable setting but as I know Epic's super duper stupidity it isn't...).
The other thing is you will want to check the Lifespan, because even if you allow more bounces I'm not sure about the total range of these projectiles.
Once you have your new projectiles, set your razorjack to use them.
I've discovered a nice trick that allows for delayed spawned actors have altered default properties before being spawned...
class'[yourclass]'.default.[value]=[sumvalue];
spawn(class'[yourclass]');
In this combination, you pre-set new default values which all instances of this class will use when spawned. In the case of the razorjack, if you wanted to use your new projectile class with them, you would first have to change all existing razorjack's projectile class and then set the default property accordingly to handle all newly spawned razors... oh yes and that works WITHOUT a mutator... cool eh?
Have a look at the Razor / Alt-Razor projectile class. It counts the bounces before self-destruction, so you'd basically just need your own Razor-projectiles with a different bounce-limit (I am currently not aware if the limit is just a variable setting but as I know Epic's super duper stupidity it isn't...).
The other thing is you will want to check the Lifespan, because even if you allow more bounces I'm not sure about the total range of these projectiles.
Once you have your new projectiles, set your razorjack to use them.
I've discovered a nice trick that allows for delayed spawned actors have altered default properties before being spawned...
class'[yourclass]'.default.[value]=[sumvalue];
spawn(class'[yourclass]');
In this combination, you pre-set new default values which all instances of this class will use when spawned. In the case of the razorjack, if you wanted to use your new projectile class with them, you would first have to change all existing razorjack's projectile class and then set the default property accordingly to handle all newly spawned razors... oh yes and that works WITHOUT a mutator... cool eh?
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ah thnx. helped alot for my maps.
1 more thing....the unreal editer fix 4...does that install ocx files ito the windows/system32 folder?
cause thats what people keep telling me....however, when i reformatted my pc and was mising .ocx files, i actually searched the internet for them and manually installed them.
was that completely unneccesary?
unecessary
unneseccary
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1 more thing....the unreal editer fix 4...does that install ocx files ito the windows/system32 folder?
cause thats what people keep telling me....however, when i reformatted my pc and was mising .ocx files, i actually searched the internet for them and manually installed them.
was that completely unneccesary?
unecessary
unneseccary
one of the 3
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LOL well that I don't know
I rarely use the editor nowadays.
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