Hello, I am Feralidragon, a.k.a. -xXx- in Unreal Tournament clans and servers. I started to code, map, etc only by January 2008 (yeah, I do modding and maps for just one year). Until now I developed some little things, and tried to learn by myself to code, model, skin, edit sounds, etc. My latest work is Nali Weapons II, which I started to develop around September 2008, and where I apllied all my experience I won since I start modding, in several fields (coding, modelling, skinning, etc). Enjoy them if you like, and enjoy the rest that the whole modding community has to offer to keep several games alive for a long time.

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Unreal can't die!

Unreal can't die!

92 members Fans & Clans

A group dedicated to developers and players of Unreal and Unreal Tournament, that just can't let the classic Unreal engine die.

Portugal

Portugal

103 members Geographic

Just a little group for the portuguese and friends, roaming around ModDB.

structure studio

structure studio

3 members Developer & Publisher

We play with food. Our Goal is a standalone game of the Food-Fight-Mod idea. And other very interesting stuff.

Comments
Gnalvl
Gnalvl

Hi. I suspect the answer is no, but is there a simple way to implement Xpickups as a regular mutator you can apply to stock maps not built for xpickups?

I tried simply expanding the Xreplacer code from Mutator instead of Keypoint, and it did put xpickups on the maps, but predictably the base plates weren't there, so the all-important spawn delays for powerups were lost.

I imagine if there was an easy way to do this while retaining the delay functionality, you would have included it in the original release of Xpickups, but I thought I'd ask just in-case.

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redgrape404
redgrape404

Hey Feralidragon I'm haveing trouble with my first trigger

UMake won't let me compile the file I created

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redgrape404
redgrape404

Never mind I fixed it

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helion54
helion54

loooooooool thankyou very match!! =D

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