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Advice on replacement theory for decorations

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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gopostal
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Joined: Thu Jul 31, 2008 9:29 pm

Advice on replacement theory for decorations

Post by gopostal »

I'm pretty close to finalizing my interactive decorations project but I need some advice on implementing the swapping so I don't inadvertently create problems.

In the mod code I made sure to check for any contents and brought those forward to the replacement decos. I also filter decorations and only replace ones that have drawscale that is default for that item. Lastly the decos are identified by specific class and not "IsA", for example:

Code: Select all

if(Other.Class==Class'SteelBarrel')


What other sorts of filters might you think ought to be added to prevent conflicts? Maybe one for any decos with an event? Most of these decos were never supposed to be interactive anyway and are treated by mappers as 'set dressing'. I just thought it would be fun to make them more alive.

Appreciate any advice anyone might have.
I don't want to give the end away
but we're all going to die one day
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BobIsUnreal
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Re: Advice on replacement theory for decorations

Post by BobIsUnreal »

tags!/events!/Boyancy+/?contents?/ probably in that order.
events could have been used so yeah thats a biggy
also boxes can be designed to use to float across objectives.
boxes with modified health/etc
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gopostal
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Joined: Thu Jul 31, 2008 9:29 pm

Re: Advice on replacement theory for decorations

Post by gopostal »

Thanks B. I'll recode for these and add it to the server this weekend for testing.
I don't want to give the end away
but we're all going to die one day
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[]KAOS[]Casey
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Re: Advice on replacement theory for decorations

Post by []KAOS[]Casey »

Don't forget prepivot and the junk in rotation like desiredrotation/brotatetodesired(is that its actual name?) in case someone decided to make a thing spin. Is there some model size difference as for why you're not replacing non-default drawscale?

I guess bigger ones might have larger collisions too which can pose problem, but you can hack around that by spawning it with smaller collision then disabling collision, resizing and renabling
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gopostal
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Joined: Thu Jul 31, 2008 9:29 pm

Re: Advice on replacement theory for decorations

Post by gopostal »

My thinking was to do strict checks for drawscale because I only wanted to replace standard decorations. Any sort of size change would mean the mapper was using the deco for a specific reason and so the chances my replacing it would be problems would also increase.

Your post got me thinking that I probably need to filter for mover attachment too. I want to be extra careful that this mod can do a bunch but not impact anyone else's ideas.
I don't want to give the end away
but we're all going to die one day

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