Search found 1115 matches

by PrinceOfFunky
Wed Jun 17, 2020 7:31 pm
Forum: General Discussions
Topic: What is the voice box for?
Replies: 2
Views: 98

Re: What is the voice box for?

I see this thing every so often, only seen it on a map very rarely. What does it do? It's a sound player you can throw which by default plays some shootings sounds to confuse players. It can be used as a diversive, just like this https://youtu.be/l1ZWZzQkyy0?t=15 or this https://www.gamemodd.com/up...
by PrinceOfFunky
Mon Jun 15, 2020 7:45 pm
Forum: Mapping
Topic: Some of my curiosity
Replies: 9
Views: 308

Re: Some of my curiosity

sektor2111 wrote:
Mon Jun 15, 2020 3:35 pm
Does any of you knows a good reason to put all sort of texture properties to a portal which is HIDDEN in all ways ?
Surface properties (invisible or not) affect warp zone portals, a proof of this can be found by flipping the texture.
by PrinceOfFunky
Sun May 24, 2020 3:15 pm
Forum: General Discussions
Topic: HUD map/radar
Replies: 25
Views: 629

Re: HUD map/radar

UTRoyale lets you see it by sending the command "debugToggleRadarMap" in console. (You need bDebug set to True in UTRoyale gametype)
by PrinceOfFunky
Wed May 20, 2020 3:49 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24772

Re: Unreal Tournament 469

Deepu wrote:
Wed May 20, 2020 3:30 am
Dubug is working for me
Oh oki thanks, it didn't in the first versions of 469.
by PrinceOfFunky
Wed May 20, 2020 2:44 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24772

Re: Unreal Tournament 469

61) PLEASE, make Chris's DEBUG.u package work. (Cause last time I checked, it didn't work with 469)
by PrinceOfFunky
Mon May 18, 2020 3:41 pm
Forum: Servers
Topic: How often can you use serverquery commands?
Replies: 1
Views: 79

Re: How often can you use serverquery commands?

Probably a stupid question again. :wth: I was just wondering if there is a limit to how many ut serverquery commands you can use? For example if I used //players// every X seconds, would doing it every 1 seconds negatively affect the server in anyway? It shouldn't affect the server negatively if yo...
by PrinceOfFunky
Sat May 09, 2020 3:16 pm
Forum: Mutators
Topic: looking for mutator that increases a weapon shoot distance
Replies: 9
Views: 274

Re: looking for mutator that increases a weapon shoot distance

You can't do that using a mutator. The range of a weapon is hard coded into its code with a set value, meaning that you can't inject a value to a variable from an outside package. You need to recode the weapon(s) in question. as example, the shockrifle has this set: EndTrace += (10000 * vector(Adju...
by PrinceOfFunky
Mon May 04, 2020 3:17 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 84
Views: 5535

Re: What feature do we want to see in UnrealED2?

52) Dark light feature;
53) The ability to create a map thatu ses an additive system instead of subtractive (and why not to convert one too);
54) Being able to see the fog without having to rebuild the light (unless the fog needs some raycasting);
by PrinceOfFunky
Sun May 03, 2020 2:31 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24772

Re: Unreal Tournament 469

59) A way to let attached actors to follow the pitch and roll of the base actor. For now when an actor is attached to another actor, it will only follow its yaw;
by PrinceOfFunky
Sun Apr 26, 2020 6:35 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 84
Views: 5535

Re: What feature do we want to see in UnrealED2?

I demand more context menu commands ! Well, that was also one of my suggestions: 5) Custom commandlets (for now they can only be one through the BrushBuilder from what I know). It would be very helpful if we could give them an icon and place them into a category, or placing them into the right clic...
by PrinceOfFunky
Thu Apr 23, 2020 3:17 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 84
Views: 5535

Re: What feature do we want to see in UnrealED2?

51) Maybe this is too much for an old editor but I know UE4 editor lets you define an area in which light won't be rebuilt so that the lighting building process takes less time. That would be nice to have in UEd. I was wondering something anyway, UEd 2.1 standalone edition is not official (although ...
by PrinceOfFunky
Tue Apr 21, 2020 2:58 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 84
Views: 5535

Re: What feature do we want to see in UnrealED2?

43) Movers should display a line that shows their path.
by PrinceOfFunky
Wed Apr 08, 2020 2:59 pm
Forum: Mapping
Topic: Screenshots
Replies: 1536
Views: 281849

Re: Screenshots

Berserker wrote:
Wed Apr 08, 2020 2:25 pm
PrinceOfFunky wrote:
Sat Sep 30, 2017 3:34 pm
Image
Is this playable?
It can, but the polygons are not triangulated so they don't curve. Also I didn't move the actors to match the new shape, and the textures are not applied.
by PrinceOfFunky
Sun Mar 01, 2020 9:39 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24772

Re: Unreal Tournament 469

Higor wrote:
Sun Mar 01, 2020 5:25 pm
@sektor2111
Will it move in real time while you move the pathnode? :o
by PrinceOfFunky
Thu Feb 27, 2020 5:04 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24772

Re: Unreal Tournament 469

Already doable using functions OUT of STATE and checking from which state are executed, only dealing with specified sequences. This is a workaround, not a solution. Sometimes you don't want to modify the pre-existing code. PlayerPawn, for example, has the function Dodge() only in the 'PlayerWalking...