Search found 3418 matches

Return to advanced search

Re: looking for anti FOV

yes ballowfov is set to false. What is happening is players are changing FOV on the fly for an unfair zoom advantage. I would like to put a stop to these shenanigans these settings in the ini dont seem to effect players I have been out for years, so I might be missing something obvious here, but th...
by Feralidragon
Thu Feb 22, 2018 1:45 pm
 
Forum: Modifications
Topic: looking for anti FOV
Replies: 4
Views: 182

Re: Making a ScriptedPawn move (via Player input)

While a waypoint actor may sound like a "hack"-ish way of doing things, it does indeed seem to be the best approach in this case, since the alternative would be to build the entirety of the code to account of all the player input and the pawn movement, which due to the way things are desig...
by Feralidragon
Thu Feb 22, 2018 12:56 pm
 
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 3
Views: 104

Re: looking for anti FOV

I believe the .ini has a bAllowFOV entry which you can set to false already (which I think it's already set to false by default), which looking at the code prevents players from dynamically setting their FOV below 80, in order to prevent sniper-less zooming. Or do you mean that you really want it to...
by Feralidragon
Wed Feb 21, 2018 12:27 pm
 
Forum: Modifications
Topic: looking for anti FOV
Replies: 4
Views: 182

Re: Making a ScriptedPawn move (via Player input)

Well, instead of explicitly using the original Actor movement functions such as Move and MoveSmooth, you could use Pawn specific movement functions, such as MoveTo, MoveToward, StrafeTo, StrafeFacing, TurnTo, TurnToward, and a few others. I am not entirely sure which behavior you want to have when c...
by Feralidragon
Wed Feb 21, 2018 12:19 pm
 
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 3
Views: 104

Re: Sounds + messages cut out after killing custom scriptedp

Did you compile the new class? Whenever you create a new subclass in the editor, you need to hit "Compile changed scripts" (one of the small buttons in the script view, the tooltip when you hover them should give the button away), and only after that it is safe to change its defaults, use ...
by Feralidragon
Wed Feb 21, 2018 12:05 pm
 
Forum: Mapping
Topic: Sounds + messages cut out after killing custom scriptedpawn
Replies: 10
Views: 170

Re: Native Coding FAQ

I just want to point out that the VS solution I gave Neophron is this one: http://www.mediafire.com/file/a5q69xohw1fs8t4/NativeReadyProject.rar (it's the same as the one listed in the topic where I released all my sources from years ago) That's a base empty solution I created back then, I tweaked mo...
by Feralidragon
Tue Feb 20, 2018 1:28 pm
 
Forum: Coding, Scripting
Topic: Native Coding FAQ
Replies: 27
Views: 10714

Re: Automatic Dubbing Shell Script

A text-to-speech is useful and sounds great if well used. I already used text-to-speech myself in NW3 for instance: the female "nuclear warning" announcer that you hear, announcing the nuclear level threat and all, was made through a text-to-speech app. Although back then I put an abnormal...
by Feralidragon
Tue Feb 20, 2018 1:16 pm
 
Forum: Sounds & Music
Topic: Automatic Dubbing Shell Script
Replies: 6
Views: 97

Re: Music

You mean this one?
viewtopic.php?f=8&t=4542

(I just did a search in the forum with the keyword "listening", and that's what I got)
by Feralidragon
Mon Feb 19, 2018 1:35 pm
 
Forum: Misc | Off-Topic
Topic: Soundz Thread ^_^ = post your favourite tunes
Replies: 78
Views: 16684

Re: Music

It faded out into silence...

Not sure what you guys are talking about, but the section is here: viewforum.php?f=51
And the threads seem to be all there, at least the ones I remember already existing.
by Feralidragon
Mon Feb 19, 2018 12:16 pm
 
Forum: Misc | Off-Topic
Topic: Soundz Thread ^_^ = post your favourite tunes
Replies: 78
Views: 16684

Re: DM-Darkterritory in need of some repair

I still remember the good ol'days with just a normal Redeemer with infinite ammo and big maps, the joy of guiding it and even defending yourself from incoming ones using your own, it really had a great gameplay value and there was a fair amount of skill involved, and the maps were actually very dece...
by Feralidragon
Thu Feb 15, 2018 2:03 pm
 
Forum: Mapping
Topic: DM-Darkterritory in need of some repair
Replies: 22
Views: 549

Re: Multi mod server - can it work?

Multi-mod is tricky to do well. I have seen servers which pulled it off successfully, both in UT99 and UT2004, but they were mainly around vehicles (SLV in the case of UT99, and Assault and Onslaught in the case of UT2004), so it seems to me that the gametype itself can differ successfully, but not ...
by Feralidragon
Thu Feb 15, 2018 1:56 pm
 
Forum: Mutators
Topic: Multi mod server - can it work?
Replies: 6
Views: 240

Re: XC_Engine [20] - XC_Core [7b] - XC_IpDrv

Understandable, there hasn't been much going on lately, there was even a day without a single post made, and I don't remember the last time that happened. Hopefully that may change a bit in the future. (at least I am personally working towards such, although there's no progress to show for the time ...
by Feralidragon
Sun Feb 11, 2018 1:42 pm
 
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1056
Views: 115083

Re: DM-BellsPeak (Ex CMC entry)

Just tried it out, and all I have to say that it's an awesome map, certainly a potential winner if it was a CMC entry. :tu:
by Feralidragon
Sun Feb 11, 2018 1:37 pm
 
Forum: Mapping
Topic: DM-BellsPeak (Ex CMC entry)
Replies: 12
Views: 300

Re: Chuck Norris in Unreal Tournament

Chuck Norris never had a single BSP error in his life when creating a map in UEd. Chuck Norris is able to build maps with over 65K nodes. Chuck Norris is able to test and spawn in a map without a single PlayerStart. Lock changed his name to Loque when he realized that his aim was crap compared to Ch...
by Feralidragon
Fri Feb 09, 2018 2:19 pm
 
Forum: General Discussions
Topic: Chuck Norris in Unreal Tournament
Replies: 4
Views: 249

Re: Notes to IpToCountry services

Don't worry about it. :) Perhaps it's a language barrier or so, but from your previous post you implied that you created it without actually having any immediate use for it, that's all. So you use it for something, and you don't want to tell for what, and that's fine, no worries. My question has bee...
by Feralidragon
Wed Feb 07, 2018 2:02 pm
 
Forum: Servers
Topic: Notes to IpToCountry services
Replies: 27
Views: 2464
Next

Return to advanced search