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Madkill40

The nBab Query

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Madkill40    198

The thing is, when you open up the map Fort with the SDK there is no clear indication to how these scripts are activated...

But in-regards to .uc files...

https://docs.unrealengine.com/udk/Three/MasteringUnrealScriptBaptismByFire.html

https://docs.unrealengine.com/udk/Three/DevelopmentKitFirstScriptProject.html

https://docs.unrealengine.com/udk/Three/MasteringUnrealScriptPreProcessor.html

This query just got a whole lot deeper, there may be more possibilities open for maps to come with standalone features, once made these features can be duplicated to create a wider variety of maps and engaging better replay'ability.

No kismet necessary.

@Agent "Look at" in what sense? I dunno how to use these.

Edited by Madkill40

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Madkill40    198
45 minutes ago, KrypTheBear said:

I wasn't joking when I said "IT'S IN THE VEHICLEMANAGER". I literally implemented a week ago harvesters spawning at locations other than wf or strip. Just look there.

Don't just assume that I know what I am doing with the file.

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Agent    199

Yeah so for loading, Fort actually has the mutator hardcoded to get loaded in the game client. However you can theoretically place a mutator object in the level, which should work to some degree. I meant to look into this and make a tutorial some time ago but never got around to it since it wasn't an immediate major issue.

A lazy solution may also just be to add a map setting I guess to let the level load an array of mutators. We'll see.

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