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GameAmp: Newnet compatibility

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Forum >> Modding >> UT Comp >> Newnet compatibility

 
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Midnight Profile
Midnight
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Joined: 07/18/2005
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Newnet compatibility 

I'm working on a mutator which aims to balance out gameplay for tdm. The main focus of this mutator is changing the adrenalie and health system so that the better team does not get free bonuses for having more points on the board (adrenaline).

So then I thought well, might as well fix some annoyances with the weapons which I hear people complain about, such as nades being too bouncy/spammy, shock juggling, and such, especially with newnet. However since to make any weapon changes requires replacing the weapon classes with new ones, it breaks newnet, because we are replacing them with different versions of the stock weapons.

Is there anyway I can make such a mutator compatible with newnet? Perhaps by extending the newnet weapon class instead of the default one? I guess my real question is, if I try to do this would the rest of the newnet code be broken if the name of the weapon class is no longer the same as the newnet weapon class? I would appreciate it if Aaron or someone could give an answer even if that answer is "there is no way to make such changes compatible with newnet".

Thanks,

Midnight



07/18/05 18:54 Login to rate this user's post!
Midnight Profile
Midnight
View Profile of Midnight
Posts: 0
Joined: 07/18/2005
Credibility: 0 pts
Re: Newnet compatibility 

:(



08/03/05 23:46 Login to rate this user's post!

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