0 = default DevilFish skin 1 = New Shark skin from HOT_BEEF_INJECTION 2 = WireFrame skin from HOT_BEEF_INJECTION 3 = Another Shark skin that EvilGrins found. 4 = Randomly select one of the above 4 skins
3. Variable AltTexture
Format AltTexture=Texture'UnrealShare.Skins.JSeaWeed1' (or whatever texture you want)
Note the texture MUST be present on the current level for that to work.
If AltTexture is set to anything other than None, it will override the SharkColor variable. (It should revert to the default DevilFish skin if the texture specified is invalid or not found)
4. These now have a ranged attack with a Laser Beam.
There are 2 default variables you can adjust for the sharks laser.
How long the laser beam will be. Default 20. (Just a bit over 2x longer than PlasmaGuns beam.) Recommended range 4-100. (100 = 8100uu approx.)
No checks are made on this value. Try lengths longer than 100 at your own risk. Your UT will crash with an infinite loop error if you go too high. The exact number where it will crash varies due to so many variables, it is hard to pinpoint.
Set default variable bHasRangedAttack=False to disable the laser attack.
Allows control of amount of damage done. Default 30. Recommended range 10-80.
No checks are made on max value.
At higher LaserLength values, you can see the beam grow to the max length. The entire beam is dangerous, not just the tip.
Note. This will not work with U1. I compiled it with Botpack as an edit package. DERP!!!!
RC2, will work with U1 and UT. It will most likely also fix the errors inherited from the Fly code that occasionally cause the warnings in the log. (State TacticalMove. Function PickDestination craps....)
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner mutator instead of the mutator included in the Zombies5 package, I think you can adjust that. (Haven't testing adjusting that specific setting yet,....)