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Re: question about weapons mutator

My point is toward which items spawn where and never in the same way.... I understand that, but from what I understood from you, you also want to target maps with insufficient pathing, and figure out the paths during gameplay as the player walks around the map. What I am trying to say is that this ...
by Feralidragon
Mon Jul 16, 2018 12:30 am
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 323

Re: Testing/Debugging Hacks & Tips

Having a ton of parameters in a function declaration only because you want to have declarations in a single line upon the spawn of an actor... is a code smell. That introduces a lot of problems, such as a very long line length, unless you split the arguments into new lines, defeating most of the pur...
by Feralidragon
Mon Jul 16, 2018 12:25 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 10
Views: 1191

Re: question about weapons mutator

Most ways of building code are actually extremely fast as long as you don't do it naively: algorithms. Therefore, unless you save these files in a very straightforward naive way without consideration on the slowdown of saving a file to begin with, of course it will be slow, otherwise if you do it ri...
by Feralidragon
Sun Jul 15, 2018 10:13 pm
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 323

Re: Can't import fonts with height larger than 34.

sn260591 wrote:It is necessary to reduce CharactersPerPage value.

Incidentally, although I never tested it myself, even with CharactersPerPage=1 you probably can only have fonts with a size up to 256, although at that point the resulting texture file is probably going to be massive.
by Feralidragon
Sun Jul 15, 2018 9:50 pm
 
Forum: Coding, Scripting
Topic: Can't import fonts with height larger than 34.
Replies: 3
Views: 75

Re: question about weapons mutator

Another mutator idea: Spawning random items in map using paths guidance. If map has NONE paths, using player as guidance, spawning from time to time items behind player taking in account some distances. Let's say that player is dropping invisible "seeds" and they will deploy random items....
by Feralidragon
Fri Jul 13, 2018 2:36 pm
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 323

Re: Testing/Debugging Hacks & Tips

... I was thinking to write 32 Arguments ... Just... why? :omfg: Not that I haven't written a few lengthy function declarations in the past, but that was only when I didn't know any better... Nowadays if a function has anything over 6 arguments, I personally already consider to be a lot. But 32? Da...
by Feralidragon
Fri Jul 13, 2018 2:27 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 10
Views: 1191

Re: normal viewing

Whenever you keybind to see specific teammates, the command it actually binds is: ViewPlayerNum <number> . But you also have ViewPlayer <name> , so you can do the same, but by player name instead. Also, I don't know all these out of the top of my head, I am just interpreting the source code itself o...
by Feralidragon
Tue Jul 10, 2018 12:42 pm
 
Forum: General Discussions
Topic: normal viewing
Replies: 3
Views: 166

Re: ut is shelved untill (nobody knows), question

Officially, the development is just paused, until they get enough (human) resources so they can get developers on UT4 again. Although the reality may be that UT4 may suffer the same fate as Paragon in the end. However, Fortnite is currently taking all those resources, and regardless of how much mone...
by Feralidragon
Fri Jul 06, 2018 10:13 pm
 
Forum: General Discussions
Topic: ut is shelved untill (nobody knows), question
Replies: 8
Views: 273

Re: normal viewing

You have 2 ways of doing it.

If you have keybinds to each one of your teammates specifically, then if you go to view that teammate, you can just use the same key to go back immediately to your own view.

However, if not, there's a console command indeed: ViewSelf (or just viewself). :)
by Feralidragon
Fri Jul 06, 2018 9:41 pm
 
Forum: General Discussions
Topic: normal viewing
Replies: 3
Views: 166

Re: AVGfree leads to eeeeevil!

To be fair, it's not hard nowadays for you to go to any site and suddenly get a popup with two melons right across your screen, when you weren't even searching for fruit.
by Feralidragon
Tue Jun 26, 2018 11:05 am
 
Forum: Misc | Off-Topic
Topic: AVGfree leads to eeeeevil!
Replies: 22
Views: 787

Re: All Google and Facebook related scripts removed from sit

In other words the legislators drafting the GDPR had no idea what they were doing. When it comes to GDPR itself, it's actually not bad, surprisingly, and it has a good intention behind it, and it does inform and protect the users to some extent on how their data is used. But yeah, it was legislated...
by Feralidragon
Sun Jun 24, 2018 12:02 pm
 
Forum: Announcements
Topic: All Google and Facebook related scripts removed from site
Replies: 14
Views: 709

Re: All Google and Facebook related scripts removed from sit

I am sorry, but if you're truly worried about GDPR, then you ought to do a lot more investigation, because those are the least of your problems in this site. For instance: - you didn't update the privacy policy; - you don't inform that this site uses cookies (although this comes from way before GDPR...
by Feralidragon
Sat Jun 23, 2018 12:32 pm
 
Forum: Announcements
Topic: All Google and Facebook related scripts removed from site
Replies: 14
Views: 709

Re: Can't find Palette in file 'Palette Botpack.Palette633'

It boils down to have a different Botpack file I would guess.
So yeah, different versions or corrupted files (which is possible) can lead to stuff like that.
by Feralidragon
Sat Jun 23, 2018 12:02 pm
 
Forum: General Discussions
Topic: Can't find Palette in file 'Palette Botpack.Palette633'
Replies: 2
Views: 136

Re: Planning possible UE1 Neural Networks.

Just as Barbie said. When I suggested for you to essentially create your own dynamic arrays in different ways through Objects, the idea was to really treat them as objects like you would do in any other language, be it Python, Java, C#, PHP, whatever. And in other languages, you do not "destroy...
by Feralidragon
Fri Jun 22, 2018 2:12 pm
 
Forum: Coding, Scripting
Topic: Planning possible UE1 Neural Networks.
Replies: 13
Views: 474

Re: First map that hooked you on the game

DM-Peak. It wasn't my favorite map out of the box, but it was the one that first showed me that UT was going to be something quite special. CTF-HallOfGiants was a later one, and of course, Facing Worlds. Frankly, there are so many original maps that blew my mind...Morpheus, Deck16, Liandri, Phobos....
by Feralidragon
Fri Jun 22, 2018 1:50 pm
 
Forum: General Discussions
Topic: First map that hooked you on the game
Replies: 22
Views: 760
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