Search found 3012 matches

by JackGriffin
Sun Jan 23, 2011 12:01 am
Forum: Announcements
Topic: User registration enabled again [EDIT by Shade]
Replies: 26
Views: 17775

Re: PLEASE READ !!!User registration temporarily disabled

I do have some ban exceptions to allow the very few russian visitors we get to actually see the forums. The fact is though that ALL the spambots I've seen on my forums (and I've had a LOT of them) were either russian or chinese. I can also second that, and Ferali can vouch for it as he can access t...
by JackGriffin
Sat Jan 22, 2011 4:41 am
Forum: Announcements
Topic: User registration enabled again [EDIT by Shade]
Replies: 26
Views: 17775

Re: PLEASE READ !!!User registration temporarily disabled

I'm not sure of the permissions allowed of the admins but the easiest way to deal with this is allow a couple of the trusted people access to full account deletion. You can try what you want on the front-end but many sites now employ human registration so you just simply cannot stop it all. My forum...
by JackGriffin
Tue Jan 18, 2011 12:14 am
Forum: Coding, Scripting
Topic: Stop redeemer boost
Replies: 16
Views: 4821

Re: Stop redeemer boost

How should I exactly do it? Extend to Shockwave is enough? Or do I need to replace all reedemers with custom ones with the current new shockwave class? You'll have to replace the shockwave as it spawns. Really I'd try to do this from the player velocity end. If you replace the shockwave you'll have...
by JackGriffin
Sun Jan 16, 2011 7:14 pm
Forum: Coding, Scripting
Topic: Stop redeemer boost
Replies: 16
Views: 4821

Re: Stop redeemer boost

That's actually the better way. It's been my experience with letting the client decide that it just confuses them.
by JackGriffin
Sun Jan 16, 2011 5:00 pm
Forum: Coding, Scripting
Topic: Stop redeemer boost
Replies: 16
Views: 4821

Re: Stop redeemer boost

Those are all mine and use this same code medor (with the exception of v2 i think). That was about when I sorted the redeemer blast movement.

If this is still an issue with different gametypes I'd be happy to make a final multi-game version with options and such.
by JackGriffin
Sun Jan 16, 2011 4:57 pm
Forum: Mutators
Topic: Pulserifle shoot rockets mutator ...search request!!
Replies: 11
Views: 5409

Re: Pulserifle shoot rockets mutator ...search request!!

It's still a simple matter to edit this yourself though. All weapons, even instant hit, have the same base fire/alt fire coding. Swapping projectile code is pretty simple stuff.

@papercoffee: If you don't find what you want, let me know and I'll whip you whatever you wanted up.
by JackGriffin
Sun Jan 16, 2011 1:38 pm
Forum: Mutators
Topic: Pulserifle shoot rockets mutator ...search request!!
Replies: 11
Views: 5409

Re: Pulserifle shoot rockets mutator ...search request!!

You can still add projectile code to them. Consider the sniper rifle, you see the instant hit bullet yet it also spawns a class called MTracer to show the bullet path. Any weapon can use any projectile with a minimum of code work.
by JackGriffin
Sat Jan 15, 2011 2:08 pm
Forum: Modifications
Topic: Playermark Mod
Replies: 5
Views: 2703

Re: Playermark Mod

Look at wormbo's team beacon code. It has to be very close to what you are doing.
by JackGriffin
Sat Jan 15, 2011 2:04 pm
Forum: Coding, Scripting
Topic: Decal issue
Replies: 13
Views: 3839

Re: Decal issue

Use Ferali's code: if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) { Spawn(ExplosionDecal,self,,Location, rotator(HitNormal)); ExplosionDecal = None; } I did it and it works well. You get sometimes where the decal won't spawn but at least it's not ever more than one.
by JackGriffin
Sat Jan 15, 2011 2:01 pm
Forum: Report new Downloads
Topic: No Self Damage
Replies: 12
Views: 5404

Re: No Self Damage

If you are going to soldier on developing this, please feel free to use anything in here you might want to add: LINKY I set it to mutate commands and it will work on the fly, controllable by the individual clients as they wish. The code needs a revisit, it's quite old stuff but it works. Credits to ...
by JackGriffin
Sat Jan 15, 2011 1:53 pm
Forum: Coding, Scripting
Topic: Stop redeemer boost
Replies: 16
Views: 4821

Re: Stop redeemer boost

You'd better server test it first. Ferali is right about nullifying the velocity and making you drop but I had to do that for a reason. In testing I did exactly what you guys are discussing but it didn't work. Most of the time (due to server lag) the redeemer death and resulting velocity addition wi...
by JackGriffin
Fri Jan 14, 2011 1:59 pm
Forum: Coding, Scripting
Topic: Stop redeemer boost
Replies: 16
Views: 4821

Re: Stop redeemer boost

If you want the full code, grab it from here: http://www.moddb.com/mods/monsterhunt2 There is a link to the entire source. Man that deny redeemer boost took me for freaking ever to fix too. Here is the relevant code for it: function MutatorTakeDamage (out int ActualDamage,Pawn Victim,Pawn Instigated...