Search found 349 matches

by Sp0ngeb0b
Mon Mar 12, 2012 3:13 pm
Forum: Misc | Off-Topic
Topic: NW3 poll - How do you exit UT?
Replies: 23
Views: 6733

Re: NW3 poll - How do you exit UT?

I mostly meant buttons integrated in the panel which will immediatly execute the PlayerPawn.consoleCommand() function (or as you already said the 'hidden commands'). But from my point of view there's no way to fetch these commands (to bad the engine doesn't allow you to hook in before commands are e...
by Sp0ngeb0b
Mon Mar 12, 2012 1:13 pm
Forum: Misc | Off-Topic
Topic: NW3 poll - How do you exit UT?
Replies: 23
Views: 6733

Re: NW3 poll - How do you exit UT?

Also remember that there are some mods around (just like Nexgen) which will perform these console commands in certain situations (usual disconnect/exit buttons, kicks/bans, sending players to other servers and probably many many more). I personally thought about such a method you want to do before, ...
by Sp0ngeb0b
Mon Feb 27, 2012 3:13 pm
Forum: Mapping
Topic: Screenshots
Replies: 1526
Views: 278709

Re: Screenshots

Since you guys are talking about 2D maps, here are some screens of a DoodleJump BT map I created some time ago. Not sure whether I'll ever gonna finish it though ...
Doodle1.jpg
Doodle2.jpg
Doodle3.jpg
Doodle4.jpg
Includes full sound support.
by Sp0ngeb0b
Fri Feb 17, 2012 1:55 pm
Forum: Mapping
Topic: Release: DM-Spillway_XXL
Replies: 28
Views: 6429

Re: Release: DM-Spillway_XXL

Brilliant work.

Only pity I have that most of the awesome looking maps nowadays are DM maps. I would love to see a CTF map in this style, but ofcourse also with decent gameplay (mostly the size is the probleme here, most of them are to big and complex).
by Sp0ngeb0b
Tue Jan 31, 2012 8:56 pm
Forum: Coding, Scripting
Topic: Scoreboard (drawface script)
Replies: 2
Views: 1186

Re: Scoreboard (drawface script)

By already naming 2 examples of mods where it done correctly it shouldn't be to hard for you to find it out ;) Decompile, understand, port it to your mod, be happy That's how you should do things if you want to learn coding. And if you want further help, posting the important part of your code is th...
by Sp0ngeb0b
Fri Dec 30, 2011 1:07 pm
Forum: Sounds & Music
Topic: How to store music in .U file?
Replies: 3
Views: 1740

Re: How to store music in .U file?

Importing music files in an external .u file also works with this line:

#exec NEW MUSICFACTORY FILE="Path\MusicFile" NAME="MyMusicFileName"

Especially usefull when you are not working with the Unrealeditor.
by Sp0ngeb0b
Fri Jun 03, 2011 10:04 am
Forum: General Discussions
Topic: Lets Unit !!!
Replies: 37
Views: 8125

Re: Lets Unit !!!

As I said, my database saved around 1500 entries in a month. For identifiyng it uses Nexgen ID. Ofcourse I know the Nexgen ID is easy to change, and I've also seen some 'double' entries, but maximum not more than 100. Still leaves around 1400, for skecptics atleast 1300. I can confirm that mostly th...
by Sp0ngeb0b
Thu Jun 02, 2011 11:22 pm
Forum: General Discussions
Topic: Lets Unit !!!
Replies: 37
Views: 8125

Re: Lets Unit !!!

Far from that. Over the period of a month, I've recognized a total number of 1400 INDIVIDUAL players on my Grapple server. Every day, there are plenty new players joining.
by Sp0ngeb0b
Wed May 25, 2011 8:40 pm
Forum: Coding, Scripting
Topic: commands
Replies: 6
Views: 1963

Re: commands

Code looks okay. What do you mean with "sometimes I can't say anything"? Does the say message not appear, or does it appear but nothing happens? And does that happen randomly or for a whole map and changes after mapchange?
by Sp0ngeb0b
Wed May 25, 2011 3:28 pm
Forum: Coding, Scripting
Topic: commands
Replies: 6
Views: 1963

Re: commands

First register your mutator as a message mutator: function PreBeginPlay() { Level.Game.RegisterMessageMutator(Self); } Now your mutator will be notified each time a player says something. You can handle it this way: function bool MutatorTeamMessage(Actor Sender, Pawn Receiver, PlayerReplicationInfo ...
by Sp0ngeb0b
Mon May 02, 2011 5:25 pm
Forum: Servers
Topic: redirect not working
Replies: 2
Views: 1637

Re: redirect not working

Make sure the mapfile has been uploaded to the redirect server (it has to be the EXACT name). When the client wants to download the file, it connects to the redirect server via the adress + the mapname, just the same as you would via your browser. You can test that by checking the full URL with the ...
by Sp0ngeb0b
Sat Mar 26, 2011 7:24 pm
Forum: Mapping
Topic: CTF-VeteransOfw00t
Replies: 18
Views: 3676

Re: CTF-VeteransOfw00t

SCTech1 is missing :(
Looking forward playing it
by Sp0ngeb0b
Sat Mar 12, 2011 6:33 pm
Forum: Coding, Scripting
Topic: Scoreboard time replication
Replies: 14
Views: 3458

Re: Scoreboard time replication

Testing offline means not dedicated. Just start a practice session with your mod as mutator loaded.
by Sp0ngeb0b
Wed Mar 09, 2011 1:50 pm
Forum: Mapping
Topic: A Portal Map of sorts (just an idea)
Replies: 22
Views: 5531

Re: A Portal Map of sorts (just an idea)

You can simply set the URL of a normal teleporter to the Adress of the server you like, so it looks like this: unreal://my.Ip:7777

A warp zone to another server isn't possible, sorry ;)
by Sp0ngeb0b
Sun Mar 06, 2011 6:38 pm
Forum: Coding, Scripting
Topic: Can't detect when players talk - mutator
Replies: 2
Views: 1088

Re: Can't detect when players talk - mutator

Make sure you are registered as a messageMutator.

Add this above your code:

Code: Select all

function PreBeginPlay() {

   // Register mutator
  Level.Game.BaseMutator.AddMutator(self);
  Level.Game.RegisterMessageMutator(Self);
}