Yeah, you're probably thinking. (Hey isn't that the mod Ageukelli made a long time ago? What's the big deal!?)
This isn't ANYTHING like that mod or my previous "EvilDecs.u" mod.
This will scare the hell out of you, they will not move unless NO ONE is looking at them. This includes ANY scripted pawn\bot\player in the level.
The mutator class is:
EvilDecorations.EDMute
Which has two config variables stored in EDMute.ini
ChanceToReplace: Rough percentage chance a normal decoration is replaced with a evil one
bVerbose: For server admins if they think the mutator isn't working. (Will tell you if a decoration cannot be replaced most often due to it's location)
Included also is a .INT file so that you can configure the mutator within Advanced Options as well as translate the names of the decorations themselves to your native language if need be.
Here are the list of evil versions:
Barrel
WoodenBox
MedWoodBox
SmallWoodBox
Vase
Pottery0
Pottery1
Pottery2
Chest
Table
Chair
SludgeBarrel
TarydiumBarrel
I decided not to add the statues because you cannot immediately destroy them with projectile fire, you have to push them off.
The superclass is Pawn, but Visibility is set at 0 and apart from not being able to grab these (for obvious reasons) you ARE able to push them around when they're not stalking you.
They rely on the same variables as Decoration for dropping items when destroyed, so you may effectively treat these the same as decorations except obviously possessed by a pyromaniac poltergeist.
http://www.udhq.org/dl/EvilDecorations.7zKnown issues:
They tend to not beable to path properly because of how poorly coded the native AI functions are.
You might get accessed nones in ScoreKill. (Can only really be fixed in the GameInfo itself)
Tarydium and Sludge barrel's might not kamikaze properly when chain reactioned by other Evil decorations, I'm not sure how to fix this either.