POSTAL 2

POSTAL 2

Open House
darth_fabar 20 Feb, 2016 @ 3:23am
Scriptbased replacement
Hi,
if you want to have your replacement based on a mutator you can use this script:

class MutOpenHouse extends P2GameMod; function bool MutatorIsAllowed() { // Not designed for Apocalypse Weekend. return Level.Game.Class != class'AWGameSPFinal'; } function PreTravel(PlayerController Player, out string MapName, out string TelepadName, bool bMaybePawnless) { if (MapName ~= "suburbs-3") MapName = "TODO"; //YOUR MAPNAME Here!!! Super.PreTravel(Player, MapName, TelepadName, bMaybePawnless); } defaultproperties { GroupName="" FriendlyName="Open House (Slim ♥♥♥♥♥)" Description=" "//Your description here!! }

Regards,
darth_fabar
< >
Showing 1-4 of 4 comments
ManChrzan  [developer] 20 Feb, 2016 @ 10:42am 
Thanks ;)
Last edited by ManChrzan; 29 Apr, 2016 @ 11:57am
ManChrzan  [developer] 29 Apr, 2016 @ 6:10am 
I will use this in Open House v2 but... I still have one question:
How to make script for game mode (based on the Apocalypse Weekend)? :IAMSOLAME:
darth_fabar 29 Apr, 2016 @ 10:07am 
leave the 'MutatorIsAllowed()'-function out... but since the trailer isn't used in Apocalypse Weekend you don't really need to support AW it
ManChrzan  [developer] 29 Apr, 2016 @ 11:17am 
Originally posted by darth_fabar:
the trailer isn't used in Apocalypse Weekend you don't really need to support AW it
I don't make Open House for AW xD I make another mod.
< >
Showing 1-4 of 4 comments
Per page: 1530 50