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Quick 227F Question

Posted: Sat Jul 04, 2009 3:43 am
by -Shadow-
Does 227F support permanent carcasses?

Re: Quick 227F Question

Posted: Sat Jul 04, 2009 4:14 am
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.

Re: Quick 227F Question

Posted: Sat Jul 04, 2009 7:01 am
by -Shadow-
do you happen to know this specific mutator code?

Re: Quick 227F Question

Posted: Sat Jul 04, 2009 12:09 pm
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.

Re: Quick 227F Question

Posted: Sun Jul 05, 2009 3:13 am
by gp
[...]There is no feature to just turn it on, though.
Are there plans to add this as an official feature?

Re: Quick 227F Question

Posted: Sun Jul 05, 2009 3:21 am
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.