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Quick 227F Question

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-Shadow-
OldUnreal Member
Posts: 92
Joined: Wed May 27, 2009 12:25 am

Quick 227F Question

Post by -Shadow- »

Does 227F support permanent carcasses?
Nanodesu!
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[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: Quick 227F Question

Post by []KAOS[]Casey »

all versions have, you just need to make a mutator for it. You can mutate a pawn's carcass type and it will work, and you could have the carcass's code changed to have bDecorative true or just override the timer/lifespan.

There is no feature to just turn it on, though.
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-Shadow-
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Joined: Wed May 27, 2009 12:25 am

Re: Quick 227F Question

Post by -Shadow- »

do you happen to know this specific mutator code?
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Matrix224
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Joined: Wed Feb 20, 2008 7:41 pm

Re: Quick 227F Question

Post by Matrix224 »

Make a new class under mutator and add this:


function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('CreatureCarcass'))
{
CreatureCarcass(other).Lifespan = 0;
return True;
}
return True;
}

In the mutator's defaults, make it ROLE_SIMULATEDPROXY under Networking, and bAlwaysRelevent under Advanced.

Not too sure how that will turn out (seemed to work for me). Also, it only makes carcasses last forever, not gibs too. If you want gibs to last forever as well, just change CreatureCarcass to Carcass.
Last edited by Matrix224 on Sat Jul 04, 2009 12:15 pm, edited 1 time in total.
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gp
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Joined: Fri Jan 09, 2009 4:23 pm

Re: Quick 227F Question

Post by gp »

[...]There is no feature to just turn it on, though.
Are there plans to add this as an official feature?
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[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: Quick 227F Question

Post by []KAOS[]Casey »

I .. don't really see why. but i'll have to ask. if I can make it simple-as-hell I can likely put it in without trouble.
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