class YourPawn extends R6RainbowPawn(YourPawnConfig);
var config bool TPSkin;
replication
{
reliable if ( Role == ROLE_Authority )
TPSkin;
}
simulated function SetRainbowFaceTexture()
{
Super.SetRainbowFaceTexture();
if ( Level.NetMode == NM_StandAlone )
return;
if ( IsA('R6PilotPawn') )
return;
//Cannot change Mesh
if ( (PlayerReplicationInfo.PlayerName == "nohel") || (PlayerReplicationInfo.PlayerName == "NoHel") )
{
if ( (Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyMesh') || (Mesh == SkeletalMesh'R6Rainbow_UKX.MediumMesh') )
{
if ( m_Helmet != none )
{
m_Helmet.destroy();
m_Helmet = none;
}
m_HelmetClass=Class<R6AbstractHelmet>(DynamicLoadObject("None", class'Class'));
Skins[1]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RLightHead", class'Texture'));
}
if ( (Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyWinterMesh') || (Mesh == SkeletalMesh'R6Rainbow_UKX.MediumWinterMesh') )
{
if ( m_Helmet != none )
{
m_Helmet.destroy();
m_Helmet = none;
}
m_HelmetClass=Class<R6AbstractHelmet>(DynamicLoadObject("None", class'Class'));
Skins[1]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RLightWinterHead", class'Texture'));
}
}
if ( (PlayerReplicationInfo.PlayerName == "mediumhel") || (PlayerReplicationInfo.PlayerName == "MediumHel") )
{
if ( Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyMesh' )
{
if ( m_Helmet != none )
{
m_Helmet.destroy();
m_Helmet = none;
}
if ( m_Helmet == none )
{
m_HelmetClass=Class<R6AbstractHelmet>(DynamicLoadObject("R6RMediumHelmet", class'Class'));
m_Helmet = spawn(class'R6RMediumHelmet' );
AttachToBone(m_Helmet,'R6 Head');
}
if ( bIsFemale )
m_Helmet.DrawScale = 1.000000;
else
m_Helmet.DrawScale = 1.100000;
}
}
if ( (PlayerReplicationInfo.PlayerName == "pilothel") || (PlayerReplicationInfo.PlayerName == "PilotHel") )
{
if ( Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyMesh' )
{
if ( m_Helmet != none )
{
m_Helmet.destroy();
m_Helmet = none;
}
if ( m_Helmet == none )
{
m_HelmetClass=Class<R6AbstractHelmet>(DynamicLoadObject("R6RPilotHelmet", class'Class'));
m_Helmet = spawn( class'R6RPilotHelmet' );
AttachToBone(m_Helmet,'R6 Head');
Skins[1] = Texture'R6Characters_T.Rainbow.R6RLightHead';
}
if ( bIsFemale )
m_Helmet.DrawScale = 1.000000;
else
m_Helmet.DrawScale = 1.100000;
}
}
else if ( (PlayerReplicationInfo.PlayerName == "hwinter") || (PlayerReplicationInfo.PlayerName == "HWinter") )
{
if ( Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyWinterMesh' )
{
Skins[0]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RHeavyWinter", class'Texture'));
m_Helmet.Skins[0]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RHeavyWinterHelm", class'Texture'));
}
}
else if ( (PlayerReplicationInfo.PlayerName == "hwintercamo") || (PlayerReplicationInfo.PlayerName == "HWinterCamo") )
{
if ( Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyWinterMesh' )
{
Skins[0]=Texture(DynamicLoadObject("R6Characters_T.RainbowSkins.R6RHeavyWinterCamo", class'Texture'));
m_Helmet.Skins[0]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RWinterHelm", class'Texture'));
}
}
if ( TPSkin )
{
if ( Mesh == SkeletalMesh'R6Rainbow_UKX.HeavyMesh' )
{
if ( (!bIsFemale) && (PlayerReplicationInfo.PlayerName == "Tequila") )
{
Skins[0]=Texture(DynamicLoadObject("R6Characters_T.RainbowSkins.R6RHeavyTan", class'Texture'));
Skins[5]=Texture(DynamicLoadObject("R61stWeapons_T.Hands.R61stHandsTan", class'Texture'));
m_Helmet.Skins[0]=Texture(DynamicLoadObject("R6Characters_T.Rainbow.R6RHeavyHelm", class'Texture'));
}
else
return;
}
}
}
defaultproperties
{
TPSkin=True
Begin Object Class=KarmaParamsSkel Name=KarmaParamsSkel300
KConvulseSpacing=(Max=2.200000)
KSkeleton="terroskel"
KStartEnabled=True
bHighDetailOnly=False
KLinearDamping=0.500000
KAngularDamping=0.500000
KBuoyancy=1.000000
KVelDropBelowThreshold=50.000000
KFriction=0.600000
KRestitution=0.300000
KImpactThreshold=150.000000
Name="KarmaParamsSkel300"
End Object
KParams=KarmaParamsSkel'YourPawn.KarmaParamsSkel300'
}
Here is the code how to create a Pawn class what can realize your own skin mod for COOP game on dedicated server. You can set some conditions... gender, PlayerName, and UbiID etc.
Posted by HTP_Teq on - Basic Server Side Coding