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Re: Pathnodes not linking

You guys are fascinating. Why those two selected would need linked ? YOU HAVE ALREADY links, look well before doing borks, pawn has route out of spot already :omfg: . This might be used - the two selected are useless and spot is already way too loaded: apples2.png And if you are confused or you susp...
by sektor2111
Mon Dec 18, 2017 6:55 am
 
Forum: Mapping
Topic: Pathnodes not linking
Replies: 6
Views: 89

Re: New mappers class?

Some important thing about "brushing spree" would be explaining what "align at grid" may means. Saying these because I could see maps done from simple cubes but ugly miss-aligned. A kid having 4 years old is able to put a wooden cube on a grid paper. I'm expecting more from matur...
by sektor2111
Sun Dec 17, 2017 8:23 am
 
Forum: General Discussions
Topic: New mappers class?
Replies: 33
Views: 489

Re: makemeunreal's KINDERGARTEN - tutorials - Discussion

I don't know what you guys are thinking but Terraniux is right in big parts. As you can see (if not, look better) we have a bunch of posts helping Nobody. The problem is "newbies are helping" strings. To reconfigure expression we have people who think that a no skilled pilot can drive a pl...
by sektor2111
Sun Dec 17, 2017 6:57 am
 
Forum: Misc | Off-Topic
Topic: makemeunreal's KINDERGARTEN - tutorials - Discussion
Replies: 14
Views: 180

Re: function bool AlwaysKeep(Actor Other)

Just take a look at "KeepIt" mutator - that's a "live" demo about AlwaysKeep. Application ? A camper-sniper server which also uses Translocator, preventing this to be replaced with a Rifle but other weapons are turned into Rifle.
by sektor2111
Sat Dec 16, 2017 5:57 pm
 
Forum: Coding, Scripting
Topic: function bool AlwaysKeep(Actor Other)
Replies: 5
Views: 53

Re: fRand() range

If you want a conformed package (THAT is a stock code), Forget any new function - I know what I'm saying. K.I.S. is the rule here (Keep It Simple).
by sektor2111
Sat Dec 16, 2017 5:52 pm
 
Forum: Coding, Scripting
Topic: fRand() range
Replies: 9
Views: 137

Re: BRespawn (mainly for MH)

Wait a minute, that code is a kid code, it has to grow up. I wrapped some things because I could test it On-Line and I wanna prevent spawning in really wierd spots - even if no monster is around. Code works as follows: - Spawn this checker tracker if player don't have one and update spawn timer; - i...
by sektor2111
Sat Dec 16, 2017 5:24 pm
 
Forum: Mutators
Topic: BRespawn (mainly for MH)
Replies: 15
Views: 242

Re: New mappers class?

I agree that plagiarism is a very unfair thing. That's one part I. The part II was coming when it was announced with Whistles and bells and big letters like this thing is the most played ever stuff ranked with 10/5 stars. Seriously... The Coding chapter as I could see looks very similar. Samples ? ...
by sektor2111
Sat Dec 16, 2017 11:33 am
 
Forum: General Discussions
Topic: New mappers class?
Replies: 33
Views: 489

Re: fRand() range

If you do what I said I'll bet that you'll vaporize those errors - code can be conformed because it's server-side.
by sektor2111
Sat Dec 16, 2017 11:00 am
 
Forum: Coding, Scripting
Topic: fRand() range
Replies: 9
Views: 137

Re: BRespawn (mainly for MH)

I cannot say that I'm totally loving it because in some maps you have no stuff around "old location", so far (unfinished maybe) I have these: mutator core class Ns_SpawnPoint expands Mutator; function ModifyPlayer(Pawn Other) { local TournamentPlayer T; local CheckPoint C, C1; loca...
by sektor2111
Sat Dec 16, 2017 7:10 am
 
Forum: Mutators
Topic: BRespawn (mainly for MH)
Replies: 15
Views: 242

Re: BRespawn (mainly for MH)

I got it and the source, I think is doable way more simple than actually is, even with adding some stuff for not be used if a Monster is in a closer range and using an unique checker for player all time. I think I'm gonna fully rewrite it. The key which I was thinking about is checker itself and its...
by sektor2111
Sat Dec 16, 2017 5:11 am
 
Forum: Mutators
Topic: BRespawn (mainly for MH)
Replies: 15
Views: 242

Re: gaming has became trash

Umm... the topic I think was moved into other thread but... people did not see the problem...
by sektor2111
Sat Dec 16, 2017 4:39 am
 
Forum: Misc | Off-Topic
Topic: gaming has became trash
Replies: 33
Views: 667

Re: BRespawn (mainly for MH)

Every 10 seconds your player drops a marker and creates a respawn point for themselves Perhaps I can look at it and try converting into a "portable" one without to spawn a new one for each 10 seconds. MHBotyMan4 has almost permanent RouteCache stuff and are only moved in the required spot...
by sektor2111
Fri Dec 15, 2017 8:34 pm
 
Forum: Mutators
Topic: BRespawn (mainly for MH)
Replies: 15
Views: 242

Re: Siege IV [0028]

Personal thought: I have removed this from being simulated. Damaging stuff is server's job and client should not decide what's happening in damaging problem, else... for sure not client with 200 ms ping. So this I think is entirely server-side. Nothing went evil when I've changed this to non-simulat...
by sektor2111
Fri Dec 15, 2017 8:17 pm
 
Forum: Modifications
Topic: Siege IV [0028]
Replies: 91
Views: 16412

Re: Credits Mismatch (DM-Cybrosis][)

More simple to use Higor's one without even 5 minutes of work.
by sektor2111
Fri Dec 15, 2017 8:03 pm
 
Forum: Servers
Topic: Credits Mismatch (DM-Cybrosis][)
Replies: 27
Views: 2317

Re: New mappers class?

we can bring it all together for anyone Hard mission - or "Mission Impossible". I was asking about some MH related section which has no effect - all user could see entire MH thingy right there - good and evil stuff and learning - it did not happen, also I was asking for an XCGE section. R...
by sektor2111
Fri Dec 15, 2017 7:45 pm
 
Forum: General Discussions
Topic: New mappers class?
Replies: 33
Views: 489
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