rune speed

function SetMovementMode()
{
if(Weapon != None) {
// Combat Mode
// GroundSpeed = CombatSpeed;
bRotateTorso = True;
SpeedScale = SS_Elliptical;
} else {
bRotateTorso = True;
SpeedScale = SS_Circular;
}
}

shood that make walking backwards slower with a weapon

Original thread: https://lowcaliber.com/eve/forums/a/tpc/f/3886011002/m/5376047034

Dude; you hit it on the head.

do i have to make it into a mutator before it is activated on my server?

You’d have to subclass RunePlayer and modify the SetMovementMode function; use a mutator or a new gametype to replace RunePlayer with the new player class at login.

function SetMovementMode()
{
if(Weapon != None) {
// Combat Mode
// GroundSpeed = CombatSpeed;
bRotateTorso = True;
SpeedScale = SS_Elliptical;
} else {
bRotateTorso = True;
SpeedScale = SS_Circular;
}
}

is a new subclass from RunePlayer
so i did that part right?

so how do i make a mutator activate this code?

Holy shit; bRotateTorso is brilliant. Be interesting to see if it has the desired effect; RuneLookMesh.uc says bRotateTorso only makes the “Torso turn[…] during look”.

I’ve never tried with a mutator (just game type); but the function you’d take a look at might be:

Insert something to the effect of

I’ve always used the Login function in RuneMultiPlayer, however, and inserted a line such as this:

wood i make a subclass under Mutator and enter that code u said

Exactly.

i get a error unexpected ‘switch’
lol :lcc_razz:

Show me what you have.

Unter is the man :slight_smile:

beach is my little homie

//=============================================================================
// beachspeedmut.
//=============================================================================
class beachspeedmut expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
return true;
}

switch (Other.class) {
case beachspeed:
spawn(class’beachspeedpak.beachspeed’, other.location, other.rotation);
return false;
}

now i got this
class beachwalkmut expands Mutator;

function PreBeginPlay()
{
Super.PreBeginPlay();
}
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA(‘Runes’))
{
return false;
}

return true;
}

ok lol forget those other 2 codes
this is what i have now
============
class beachspeedmut expands Mutator;

function ModifyPlayer(Pawn Other)
{

Super.ModifyPlayer(Other);

if(Level.NetMode != NM_StandAlone)
other.SpeedScale = SS_Elliptical; // SS_Circular; // No elliptical movement in netplay
else
other.SpeedScale = SS_Circular; // SS_Elliptical;
}

this is what i got now

Function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{

//switch (RuneI.RunePlayer)

//case Ragnar:
// ReplaceWith(Other, “beachspeedmutpak.beachspeedplayer”);

spawn(class’beachspeedmutpak.beachspeedplayer’);
return false;
}
Return true;
}

unter its been awhile
could ya take a look at my code