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Figuring out OnPostTemplatesCreated for Modding Noobs


Kregano

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Ahh. You should be looking at "UnrealScript", as that is the language of this modding. This website is good reference material for UnrealScript 3: https://udn.epicgames.com/Three/UnrealScriptFunctions.html

 

There's some fundamental misunderstandings you have with the code you provided. For example, bInfiniteItem is a boolean itself. You can test it by `if (WeaponTemplate.bInfiniteItem)`, and change it via `WeaponTemplate.bInfiniteItem = true;`. It might help if you explain in detail what you are trying to accomplish with this code.

Yeah, I tried looking at that. It doesn't really help either, since I don't know what I need to call to get things to work.

 

As for what I am trying to accomplish, I want the Multipurpose Combat Rifle (Bradford's rifle/AssaultRifle_Central) to be an infinite item and a starting item. The two best courses to getting this done are making a slightly modified template and making a function that forces it to replace the original one, or make a function that adds the Template.StartingItem and Template.bInfiniteItem booleans and their values to the existing template. Not knowing how to accomplish this, I totally failed at it.

 

When creating you're creating an object it already has all the variables inside of it so you dont need to add them because they are already in there- just set to false. What you'll need to do is take the template (you can find it via the template manager for items/weapons) and just tell it:

WeaponTemplate.bInfiniteItem=true;
WeaponTemplate.StartingItem=true; //I can't remember what it's really called but i think that's that.
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When creating you're creating an object it already has all the variables inside of it so you dont need to add them because they are already in there- just set to false. What you'll need to do is take the template (you can find it via the template manager for items/weapons) and just tell it:

WeaponTemplate.bInfiniteItem=true;
WeaponTemplate.StartingItem=true; //I can't remember what it's really called but i think that's that.

The Multipurpose Combat Rifle template doesn't have those booleans at all:

http://i.imgur.com/2tPVXYq.jpg

 

I'll try your method anyway, but I'm not holding out much hope.

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When creating you're creating an object it already has all the variables inside of it so you dont need to add them because they are already in there- just set to false. What you'll need to do is take the template (you can find it via the template manager for items/weapons) and just tell it:

WeaponTemplate.bInfiniteItem=true;
WeaponTemplate.StartingItem=true; //I can't remember what it's really called but i think that's that.
The Multipurpose Combat Rifle template doesn't have those booleans at all:

http://i.imgur.com/2tPVXYq.jpg

 

I'll try your method anyway, but I'm not holding out much hope.

Yes they do. Just because they are not initialised dosnt mean they don't have those field. It only means that they will take the default value (false) of they weren't there at all you wouldn't have been able to set them to true and even access them. I'd suggest you'd take some quick programming courses on YouTube and come back to this later so development will go much easier. You can take Care# Java or python as examples for a first language (or go nuts and do c/c++)
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