Search found 256 matches

by Wormbo
Sat May 06, 2017 5:28 pm
Forum: Coding, Scripting
Topic: "Can't find class 'package.resource'" even if it exists
Replies: 5
Views: 835

Re: "Can't find class 'package.resource'" even if it exists

It is recommended you compile code with the default EditPackages list (only include dependencies for custom code packages) and explicitly load resource packages through "#exec obj load" in one of the classes that needs the resource.
by Wormbo
Mon Apr 17, 2017 12:36 pm
Forum: Coding, Scripting
Topic: How to get the Canvas of a Viewport?
Replies: 12
Views: 1553

Re: How to get the Canvas of a Viewport?

Important: The canvas is only ever valid during rendering. If you can't easily get hold of a canvas reference, there likely isn't any canvas to work with in the first place.
by Wormbo
Wed Dec 14, 2016 7:49 pm
Forum: Servers
Topic: Order of ServerPackages and ServerActors
Replies: 8
Views: 2379

Re: Order of ServerPackages and ServerActors

Interleaving those has no effect. ServerPackages are calculated into a package map, so order doesn't matter at all there. ServerActors are indeed spawned in exactly the order they are listed, but they are spawned at a time when UnrealScript is not yet active. As a result, they are initialized togeth...
by Wormbo
Mon Dec 05, 2016 9:14 pm
Forum: Mutators
Topic: Mutator that increases the default health in CTF/DM - SOLVED
Replies: 12
Views: 2707

Re: Mutator that increases the default health in CTF/DM

Just pointing out that Arena Physics is a thing that exists. (Even though it doesn't satisfy all the requirements.)
by Wormbo
Thu Dec 01, 2016 3:36 pm
Forum: Mapping
Topic: Aggressiveness==1.#INF00
Replies: 4
Views: 981

Re: Aggressiveness==1.#INF00

I disagree with you here, sektor. Security by obscurity never works for long, someone eventually will find out anyway. What the 1.#INF00 value most likely means is "positive infinity", which can probably not be entered manually. However, you can use the property editor's arithmetic features to calcu...
by Wormbo
Mon Nov 28, 2016 8:08 pm
Forum: General Discussions
Topic: JumpZ scale lower than standard value even online
Replies: 10
Views: 2161

Re: JumpZ scale lower than standard value even online

Are you possibly playing with a weird model that (for unknown reasons) messed up the JumpZ?
by Wormbo
Sun Nov 20, 2016 5:23 pm
Forum: Coding, Scripting
Topic: Replicated RotationRate
Replies: 1
Views: 519

Re: Replicated RotationRate

A note on the log output: The built-in Rotator to string conversion applies "& 0xFFFF" clamping to the components for output only. If you log the individual components, you'll probably see the correct values on the server side.
by Wormbo
Wed Nov 16, 2016 7:18 am
Forum: Coding, Scripting
Topic: Getting a remote level object
Replies: 7
Views: 1382

Re: Getting the a remote level object

There is no access to the remote level object. If you want access to properties of a non-replicated object, you will have to use a replicated actor to replicate the data manually.
by Wormbo
Tue Oct 25, 2016 5:46 am
Forum: Coding, Scripting
Topic: Q. about ActivateTranslator and ActivateHint exec functions
Replies: 8
Views: 1801

Re: Q. about ActivateTranslator and ActivateHint exec functi

Actually, I don't care about the Translator actor itself, I only care about the exec functions, which MIGHT be called if you write their name in console. That's what I'm not getting, all exec functions are called if you write their names in console, why not these two ones? All of them? I doubt that...
by Wormbo
Mon Oct 24, 2016 8:37 pm
Forum: Coding, Scripting
Topic: Q. about ActivateTranslator and ActivateHint exec functions
Replies: 8
Views: 1801

Re: Q. about ActivateTranslator and ActivateHint exec functi

/me sighs Okay, let's see that again fro ma different angle. How do you think the Translator displays its messages? The Translator class has no message rendering features whatsoever. Apparently only the UnrealHUD really cares about Translators. UT game modes use ChallengeHUD derivatives, which is a ...
by Wormbo
Mon Oct 24, 2016 5:48 am
Forum: Coding, Scripting
Topic: Q. about ActivateTranslator and ActivateHint exec functions
Replies: 8
Views: 1801

Re: Q. about ActivateTranslator and ActivateHint exec functi

This is a slightly convoluted one. First, in UT all players auto-activate their inventory and DMMutator forcibly makes all Pickups bAutoActivatable. Second, auto-activatable pickups automatically activate themselves when they are added to a player with auto-activation. Third, active auto-activatable...
by Wormbo
Thu Oct 13, 2016 10:51 am
Forum: Coding, Scripting
Topic: My problems with Coding (solved)
Replies: 6
Views: 1645

Re: My problems with Coding (help)

Things don't get deleted or closed around here, usually.
by Wormbo
Sun Oct 09, 2016 6:48 pm
Forum: Coding, Scripting
Topic: Is there a way to know if an actor can be replicated?
Replies: 12
Views: 2774

Re: Is there a way to know if an actor can be replicated?

Replicating an actor means either "hey client, spawn an actor of this class at this location, then let's talk about it on channel number N" or, if the actor is either bStatic or bNoDelete, "hey client, you know this particular actor from the map you currently run? Let's talk about it on channel numb...
by Wormbo
Sun Oct 09, 2016 10:49 am
Forum: Coding, Scripting
Topic: Is there a way to know if an actor can be replicated?
Replies: 12
Views: 2774

Re: Is there a way to know if an actor can be replicated?

PrinceOfFunky wrote:If an actor has RemoteRole > than ROLE_None, couldn't it just mean it replicates just its variables and probably not itself?
You clearly didn't read the article. All replication starts with the actor being replicated. WTF are the values replicated to if there's no actor to receive them!?
by Wormbo
Sat Oct 08, 2016 10:30 pm
Forum: Coding, Scripting
Topic: Is there a way to know if an actor can be replicated?
Replies: 12
Views: 2774

Re: Is there a way to know if an actor can be replicated?

Is there a way, in UnrealScript, to check if an actor can be replicated? Look at my signature. There's a link to an article about replication, which mentions the conditions any actor must satisfy to be replicated. Pretty much all of them can be checked in UnrealScript. Leave out the location-based ...