Search found 4216 matches

by sektor2111
Thu Jan 16, 2020 5:49 pm
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.1f
Replies: 43
Views: 1186

Re: [Release] ACE v1.1f

I won't waste time to explain you WHAT ARE CONSTANTS in this engine. It runs my a...$, exactly: - 64 zones; - 128000 points or such; - 1000 paths - 32768 rendering distance limitation - PlayerCanSeeMe has 1600 UU range for processing view - etc. And all these are not gonna give a damn at how fast it...
by sektor2111
Wed Jan 15, 2020 11:14 pm
Forum: Modifications
Topic: Demo Manager v3.5
Replies: 14
Views: 1046

Re: Demo Manager v3.5

EUTSource has a feature capable to trigger a server DEMO record. Has anyone tried this ? I recorded some server-demo using default Engine driver and demo was running even with this udemo properly. In exchange when I tried to record a DEMO in server using this udemo, resulted file had no use trying t...
by sektor2111
Wed Jan 15, 2020 7:46 pm
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.1f
Replies: 43
Views: 1186

Re: [Release] ACE v1.1f

Not me. And I'm using XP on an user account too, and it's main machine, and ut'99 doesn't need more.
by sektor2111
Wed Jan 15, 2020 7:45 pm
Forum: Servers
Topic: Local Nexgen Configuration Detected! MH Edition V112
Replies: 4
Views: 102

Re: Local Nexgen Configuration Detected! MH Edition V112

As explained in message "A Nexgen configuration has been detected...". Just remove Nexgen from Client - you don't need it, Nexgen it's for servers. Leave it in cache.
by sektor2111
Wed Jan 15, 2020 7:24 am
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

I think you can use propertyflipper for pathnodes too - increasing ExtraCost... but still at zones it's not enough.
by sektor2111
Wed Jan 15, 2020 7:18 am
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.1f
Replies: 43
Views: 1186

Re: [Release] ACE v1.1f

RocketJedi wrote:
Tue Jan 14, 2020 9:41 pm
seriously? XP is your main machine? So you don't have a cell phone? or tablet or anything with a modern web browser?
Have you hear about Hangouts ? - It's working everywhere and it's not using a bunch of resources. Why complex and not simple ?
by sektor2111
Tue Jan 14, 2020 11:27 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

Not sure if it's enough. Actor placed in zone when said zone is changing properties it should call "ActorEntered" else if it stays there perhaps zone won't have effect...
by sektor2111
Tue Jan 14, 2020 6:04 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

Yes, like TriggeredWaterZone which I was talking about, here is about how many such "steps" are needed.
by sektor2111
Mon Jan 13, 2020 5:50 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

Technically by using only stock actors I got this:
DM-DZ_Test.7z
(177.87 KiB) Downloaded 2 times
Probably using a custom script would return other results - it's not using any WaterZone just damaging under "Lava". No A.I. code here because this only an idea - probably not suitable because of fore-mentioned reasons.
by sektor2111
Sun Jan 12, 2020 5:31 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

Also all A.I. can be educated to avoid that area below mover by removing Paths[x] and UpstreamPaths[x] for points connected with these - custom actor or... custom nodes making this auto-hack by themselves. I think Bot problem is easy, the interesting part is the damaging deal vs space below said Bor...
by sektor2111
Sun Jan 12, 2020 11:47 am
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

In map MH-Sk_Tarmation2 adjusted by (probably still not perfect) sektor2111 there is a nasty zone, a room where it's something to shoot around last area before stairs. Because objective is destroyed, in my logic room should not do damage any more, and this is what's happening, it becomes "friendly"....
by sektor2111
Sun Jan 12, 2020 12:15 am
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

What is there has to be a Movable portal which I never tried, but filling a tank with water using multiple zones was done already. Probably there are other options which are not in my mind yet... As an alternate option I would think at a huge trigger covered with a big decoration (for visibility), a...
by sektor2111
Sat Jan 11, 2020 8:34 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

I don't think you need to move anything - so by default an attached zone it's pointless. There can be done a TriggeredZone that comes aggressive (I did reversal in one of my fixes) - it works flawless ON-Line. Triggering this is helpful even for previous paths self-tweaking chapter... As far as I kn...
by sektor2111
Sat Jan 11, 2020 6:31 pm
Forum: Mapping
Topic: steady rising mover + attached killzone + sheet for visualization = possible?
Replies: 20
Views: 345

Re: steady rising mover + attached killzone + sheet for visualization = possible?

And it should be possible to deactivate pathnodes, which become useless for bots after time. It depends on need. If ALL of them have to be inactive this is doable with something simple working even in plain servers. If it's about sequences from map then it will need some "node-tracker" or something...
by sektor2111
Wed Jan 08, 2020 7:18 am
Forum: Mapping
Topic: Switching Titans' projectiles...
Replies: 1
Views: 70

Re: Switching Titans' projectiles...

This is an issue with UTDMT too... With your UTDMT more exactly, I told for times that Titans have their problems and UTDMT it's a copy without actually to be wrapped and monster-ready even if is a monster after all - HARD-CODED non-configurable - I wish you luck with firing monsters or firing soun...