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Author Topic: Need help with PawnSpawner coding!  (Read 1475 times)

AlexGoesNoob

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Need help with PawnSpawner coding!
« on: December 25, 2008, 11:10:00 AM »
Some guys know my Mod ''Postal 2-Time for Punishment'' and I replace there all old guns with new but now I have a problem,the normal Spawner which are in the game only Spawn normal Bystanders with normal guns(the problem is the M@d mods will change to the old guns when you change the map). And now I want to ask, which .uc script must I edit? I know it in FPSgame folder but there are a lot of different scripts. Maybe somebody can edit it for me? And yeah 100% credits for the guy who can script it for me! If someone help me he get a place under ''Special Thanks''.

THX to everybody who can help!

Karnage

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Re: Need help with PawnSpawner coding!
« Reply #1 on: March 21, 2009, 08:24:04 AM »
I'm not real sure, but I'm kinda learning about coding and stuff. I'll ask wolve about it, and he can probably know what to do

wolve

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Re: Need help with PawnSpawner coding!
« Reply #2 on: March 21, 2009, 08:36:47 AM »
not sure,ill have to have a good dig through.

however if you add the guns to say five pawns and force the paths between them,they should respawn automatically (i found this out by accident when making a test map)

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Karnage

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Re: Need help with PawnSpawner coding!
« Reply #3 on: March 21, 2009, 11:22:04 AM »
i know what he means
not giving the pawns weapons through the spawners (i know how to do that)
he means changing the classes of pawns, like how a cop has baton, pistol, cuffs, and Protestors have shotgun and machine gun, he wants to know how to change the classes of the pawns so they have M@d weapons
Alex, i don't know if this is what you mean, but it's the best way i can interpret it through my POV, since Pawn Spawners will only let you give pawns one weapon

wolve

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Re: Need help with PawnSpawner coding!
« Reply #4 on: March 21, 2009, 12:19:05 PM »
oh that,have a look in pawn properties themself's like people.rwsjosh

in there at bottom you will find this:

Code: [Select]
BaseEquipment(0)=(WeaponClass=Class'Inventory.PistolWeapon')
BaseEquipment(1)=(WeaponClass=Class'Inventory.MachineGunWeapon')

so if you want to add some more weapons to them just add an extra line like so

Code: [Select]
BaseEquipment(2)=(WeaponClass=Class'Inventory.BatonWeapon')

for each new line just increase the number in brackets i.e () for m@dmods change inventory to m@d.whatever it is