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Post by neosark on Apr 22, 2004 21:47:09 GMT -5
ok, gots a question, how do you go about having multiple mutate commands in a mutator?
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Post by [Omega2k3] on Apr 23, 2004 0:17:52 GMT -5
set input j mutate hulkon|mutate listplayers|mutate somethingorother
so yeah, like this:
input1|input2|input3|etc.
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Post by neosark on Apr 23, 2004 13:47:27 GMT -5
well, thats not what i meant, but i think i figured it out my problem...
i meant in uscript but thx anyway.
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Post by neosark on Apr 23, 2004 13:56:57 GMT -5
ok, so i didnt figure it out... so, anyone who can help me with this, HOW DO YOU DO IT??!! cant you start another if statement before "super.mutate(mutatestring, sender)" or is there somethihng im missing, thats blatantly obvious and im just too stupid to realise it...?
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Post by '¿!N!¿'Lepro$Y on Apr 26, 2004 18:47:29 GMT -5
You basically put them all after each other, after the 1st { and before the Super.Mutate(MutateString, Sender); example: function Mutate(string MutateString, PlayerPawn Sender) { if(mutatestring ~= "makefat") { Sender.DesiredFatness = 255; } if(mutatestring ~= "makebig") { Sender.DrawScale = 2.0; } if(mutatestring ~= "makehighjump" && Sender.Physics != Phys_falling) { Sender.velocity.z += 500; } Super.Mutate(MutateString, Sender); } That last mutatestring basically says, if mutate makejumphigh is typed and the Sender's physics is other than falling, then add and apply 500 to Sender's vertical velocity. I will write a tute on the mutate mutator function for ya Neo, and on the basics of making a mutator. Explain it all in a bit of detail I'll try and do it this afternoon g2g at the mo
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Post by neosark on Apr 26, 2004 21:01:12 GMT -5
DAMN IT! DAMN THAT } DAMN IT TO HELL!!!
thx lep
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