Page 1 of 1
Rocket Maps?
Posted: Tue Jun 30, 2009 1:53 am
by EduCatOR
Are there any maps for Unreal that only have rockets? I seem to remember a map that was a large oval arena that had nothing but rockets, though I'm not entirely sure I'm not completely making it up. Could have been for UT as well I guess. Anyways, any maps that have just rockets? Or a healthy heaping of them?
Thanks
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 1:56 am
by Gizzy
IIRC, there is a map in Unreal that goes by the name of DM-Morbias that only has Eightball guns. You could use a simple mutator to replace weapons on other maps if you wish.
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 4:30 am
by Shivaxi
Yeah Dm-Morbias is the Rocket arena...it's in Unreal and UT99 too....infact hasn't that map been in every single version of Unreal ever? It's like a famous map

Re: Rocket Maps?
Posted: Tue Jun 30, 2009 4:33 am
by EduCatOR
Sorry, I was n00b'n out.
Wish there were more like it....
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 10:27 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Sorry, I was n00b'n out. :P
Wish there were more like it....
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.
Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 11:35 am
by DaveAnd
Sorry, I was n00b'n out.
Wish there were more like it....
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.
Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
I'm new to mods coding - but this small example shows me enough to understand how it works and where to start - cool - thanks!
One question though....(soz this is the wrong place/thread).
Is CheckReplacement a known interface - i.e. how does it get called.??
Thanks..
There are loads of rocket only maps...
Sparky from the DOG clan might be able to list a load for you..
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 12:07 pm
by GreatEmerald
Yes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:
Code: Select all
class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon'))
{
ReplaceWith(Other, "UnrealShare.EightBall");
return true;
}
else if (Other.IsA('Ammo'))
{
ReplaceWith(Other, "UnrealShare.RocketCan")
return true;
}
else return true;
return false;
}
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 1:25 pm
by DaveAnd
Yes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:
Code: Select all
class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon'))
{
ReplaceWith(Other, "UnrealShare.EightBall");
return true;
}
else if (Other.IsA('Ammo'))
{
ReplaceWith(Other, "UnrealShare.RocketCan")
return true;
}
else return true;
return false;
}
got you Thanks!
* but with this bit sorted

.
.
.
else return true;
return false;
}
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 6:05 pm
by []KAOS[]Casey
need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')
or else you'll get some nice infinite looping going on
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 6:24 pm
by Smartball
You also need to be careful of the default weapon :P
Code: Select all
class EightballMut extends Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if( Other.IsA('Weapon') && !Other.IsA('Eightball') && Other.Class != Level.Game.DefaultWeapon )
return !ReplaceWith(other, "UnrealShare.Eightball");
else if( Other.IsA('Ammo') && !Other.IsA('RocketCan') && (Level.Game.DefaultWeapon == None || Other.Class != Level.Game.DefaultWeapon.default.AmmoName) )
return !ReplaceWith(other, "UnrealShare.RocketCan");
else
return Super.CheckReplacement(other, bSuperRelevant);
}
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 6:33 pm
by EduCatOR
This forum is nice, so friendly...you guys are the shit, always willing to help. Thanks!
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 6:40 pm
by GreatEmerald
Ooh, Smartball's returns are very interesting and make a lot of sense. Should be documented on the UE Wiki. Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
Re: Rocket Maps?
Posted: Tue Jun 30, 2009 7:07 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Yes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:
{code}
It works identically as my code, but my code is shorter and I'm used to writing mutators like that

take less time.
need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')
or else you'll get some nice infinite looping going on
Yeah I fail.
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if((Other.IsA('Weapon') && !Other.IsA('EightBall')) && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if((Other.IsA('Ammo') && !Other.IsA('RocketCan')) && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Now that's more like it.

Re: Rocket Maps?
Posted: Tue Jun 30, 2009 9:19 pm
by Smartball
Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
My code contains no path that doesn't return a value, so UCC should have no warnings.
Re: Rocket Maps?
Posted: Wed Jul 01, 2009 7:11 am
by Hyper
Sorry, I was n00b'n out. :P
Wish there were more like it....
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.
Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
Or just use a general-purpose mutator like
WMutate
Re: Rocket Maps?
Posted: Wed Jul 01, 2009 7:15 am
by GreatEmerald
My code contains no path that doesn't return a value, so UCC should have no warnings.
I believe that some UCC versions complain if there are no standalone return values in return functions.
Re: Rocket Maps?
Posted: Wed Jul 01, 2009 7:22 am
by Hyper
Re: Rocket Maps?
Posted: Wed Jul 01, 2009 9:53 am
by .:..:
My code contains no path that doesn't return a value, so UCC should have no warnings.
I believe that some UCC versions complain if there are no standalone return values in return functions.
That statement is false. UCC compilers ONLY give warnings if theres NO return's inside the function, unlike C++ compilers that give errors when not every path returns a value.