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Normal Topic UED2 class package tutorial? (Read 1871 times)
Kalec979
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UED2 class package tutorial?
Dec 20th, 2010 at 12:32am
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I want to make a new package with a copied new nali
with new names. To make him bigger heavier etc.
I already know how to edit the original multimesh ufile
but dont want to change it always before going on servers.
Would someone write or link a tutorial please ...?

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« Last Edit: Dec 21st, 2010 at 9:51pm by Kalec979 »  
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Kalec979
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MODEL SCALING AND SUBCLASSING
Reply #1 - Dec 24th, 2010 at 1:53pm
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Now I explain how new playerclasses can be made!
Open UnrealEditor>ActorClasses>Pawn>Bot/PlayerPawn> where the bot and player classes are.
Consider that for certain pawns either the nalifix cowfix multimesh or skeletalcharsfix files need to be loaded first. 
Now find the original class you like to edit and right click "new" on the name.
After defining the new package and class name hit in the appearing window under tools - Compile Changed Script.
You must do this for the same bot and player pawn.
Then you can play around with the new classes properties like drawscale fatness ect..
But all changes must be made for bot and playerclass the same way.
Start with the new menu name in the pawn property.
If you edit the drawscale to change the size you must find out the correct collosion height ingame.
Now you can save the new package - hit showpackages and check yours before.
After this copy a int file from the system folder and open it with a text editor.
The new class needs the following text:

[Public]
Object=(Name=MyPackage.MyClass,Class=Class,MetaClass=Botpack.TournamentPlayer,De
scription="My Class")
Object=(Name=MyPackage.MyClassBot,Class=Class,MetaClass=BotPack.Bot,Description=
"My Class")

find the correct names under the properties object and pawn.
Save the int file and rename it to your packages name.
You may also compile again by doubleclicking the classes in the browser but I dont know if thats necessary.
Now the new characters should be selectable ingame for bots and players.
If not just try again considering small and big typing and eventually false source classes.
  
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