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Re: Interesting observation on pathnode selection

malfunction of your code How dare you! Harumph!! I did a bit of research and there are a few mentions of this from past years so I feel a bit better about it. I made great progress yesterday on my project so I kinda put this on the backburner but I'm for sure going to mod up a test and see if the b...
by JackGriffin
Mon Oct 15, 2018 2:50 pm
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 4
Views: 97

Re: When testing - re-building vs no build ?

It's actually a good habit to have. Countless times I've moved a brush I had highlighted and wasn't aware and the rebuild showed the changes. If you catch it that fast you can easily fix it but small misalignments that you don't catch can compound over time.
by JackGriffin
Mon Oct 15, 2018 2:58 am
 
Forum: Coding, Scripting
Topic: When testing - re-building vs no build ?
Replies: 6
Views: 109

Re: The AWESOME Mapping Contest

What it contains doesn't matter nearly as much as the fact that they are still paying attention to us here. That means way more than a t-shirt.
by JackGriffin
Sun Oct 14, 2018 11:23 pm
 
Global announcement: The AWESOME Mapping Contest
Replies: 84
Views: 2649

Re: Interesting observation on pathnode selection

I just don't know if this is confirmation bias or not but that seemed to fix it. After a few tests the selected spots seem much more random. Thanks Nels.
by JackGriffin
Sun Oct 14, 2018 3:11 pm
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 4
Views: 97

Interesting observation on pathnode selection

The last few days I'm using this: NavPoint = Rand(NumPoints); to find 5 random pathnodes throughout the level. To my surprise it has a real tendency to select either the same node or one very close to it many more times than pure chance would allow. Is this something you have seen in anything you've...
by JackGriffin
Sun Oct 14, 2018 5:47 am
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 4
Views: 97

Re: Changeing the "color" of the darkness?

It's for the 227 Unreal update but there is a non-light actor. Think of it as a negative light, you can use it to place darkness. The effect is quite unsettling when done correctly and would be just what you needed for this. Sadly, it won't work in UT. Still you can do some changes by adding a very ...
by JackGriffin
Sat Oct 13, 2018 3:06 pm
 
Forum: Coding, Scripting
Topic: Changeing the "color" of the darkness?
Replies: 5
Views: 118

Re: Always relevant ScriptedPawns in MonsterHunt

I'm actually scared to look at it because I know how bad it probably looks... Before you get down on yourself in the slightest you need to know the joy you've brought to so damn many people. MH coding and development has been my hobby for years and it has provided a foundation for entire clans. A l...
by JackGriffin
Thu Oct 11, 2018 3:08 pm
 
Forum: GameTypes
Topic: Always relevant ScriptedPawns in MonsterHunt
Replies: 13
Views: 257

Re: The AWESOME Mapping Contest

Well, let's go ahead and get this out of the way then. The map I'll be submitting is DM-Deck16][. Yes, that one in your maps folder. <exhales slowly> Yes, I know it's an existing map. Yes, I know it's not 'my' map. The contest stipulates and I quote come up with an unusual idea and I happen to think...
by JackGriffin
Thu Oct 11, 2018 4:15 am
 
Global announcement: The AWESOME Mapping Contest
Replies: 84
Views: 2649

Re: Mover's CrushWhenEncroach with bots solution

I think that one was a triggered zone.
by JackGriffin
Wed Oct 10, 2018 11:03 pm
 
Forum: Mapping
Topic: Mover's CrushWhenEncroach with bots solution
Replies: 5
Views: 95

Re: TAMC- CTF- Under (WIP)

Bob and I messed with cell shading some. It works, it's just not very pretty like borderlands.
by JackGriffin
Wed Oct 10, 2018 11:02 pm
 
Forum: Mapping
Topic: TAMC- CTF- Under (WIP)
Replies: 6
Views: 134

Re: How to add a Mover extended actor to the AddMover list?

You will probably need a custom button for this. I doubt UEd populates any sort of list of subclasses and then tries to apply those. I'd think that list is hardcoded into the button.
by JackGriffin
Wed Oct 10, 2018 3:45 pm
 
Forum: Mapping
Topic: How to add a Mover extended actor to the AddMover list?
Replies: 3
Views: 35

Re: Sup

Well, this is a pleasant surprise. Glad to see you looking back around. Considering a return of sorts or just peeking your head in? Either way glad to see you.
by JackGriffin
Wed Oct 10, 2018 2:19 pm
 
Forum: Who are you?
Topic: Sup
Replies: 9
Views: 163

Re: The AWESOME Mapping Contest

Put me in too, I'm riding solo.
by JackGriffin
Wed Oct 10, 2018 2:13 pm
 
Global announcement: The AWESOME Mapping Contest
Replies: 84
Views: 2649

Re: Free UT99 Public redirect by unrealkillers.com

The problem with free redirects is that I've never seen them work 100%. The people using them upload everything without concern if there is a mismatch. Unless the host person is watching all the time and researching every conflict there will inevitably be files that don't download. I have conflicts ...
by JackGriffin
Tue Oct 09, 2018 3:44 pm
 
Forum: General Discussions
Topic: Free UT99 Public redirect by unrealkillers.com
Replies: 165
Views: 36806

Re: UnrealI.U problem

Barbie is spot on. There are multiple hacked u files in the wild, I've seen them posted for download when people had no idea that they were hacked. Back in the day it was a good way to cheat. It's not so common now since ACE is checking so many people but it's not unheard of to see a player's Unreal...
by JackGriffin
Tue Oct 09, 2018 2:00 am
 
Forum: Servers
Topic: UnrealI.U problem
Replies: 11
Views: 207
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