Search found 1797 matches

by Higor
Sun Mar 11, 2012 7:39 pm
Forum: General Discussions
Topic: A few keybind questions..
Replies: 8
Views: 8483

Re: A few keybind questions..

I made a module that requests combinations of 2 or more keys and sends very specific taunts or messages, totally clientside and usable even in ACE servers. (No, it's not a cheat, and no, i'm not giving it away, code it) It's a simple mod menu with a special keybind that does this: - I hit one unused...
by Higor
Sun Mar 11, 2012 6:58 am
Forum: Coding, Scripting
Topic: Moving skybox (discussion + sample)
Replies: 18
Views: 9059

Moving skybox (discussion + sample)

Dr. Flay's thread about ICE reminded me of an old idea I had. It was about increasing realism in terrain (or any open zone) maps regarding transition between actual map, and skybox. While it still remains an optical illusion, that would make a very cool effect which, with design genius, makes it pos...
by Higor
Sun Mar 11, 2012 6:20 am
Forum: Tools and Programs
Topic: Image Composite Editor
Replies: 4
Views: 2495

Re: Image Composite Editor

Would have been so nice to have this back on Half-Life days, luckily UT skyboxes can be freely built but still makes a good choice if the main intention is eliminating skybox translucency and polycount. Trivia: Did you know that one of the buildings on UT3's Coret skybox, is actually a huge rocket l...
by Higor
Sat Mar 10, 2012 3:25 am
Forum: Coding, Scripting
Topic: Randomizing player choice
Replies: 5
Views: 2068

Re: Randomizing player choice

I made two different types of code that interact with the PRI array without even holding a pointer to them. One with the FV_AntiPistonCamp which is the simple version, and another one with a Team Balancer I still haven't released. It's a way to link data within 2 structures quickly without rebuildin...
by Higor
Fri Mar 09, 2012 9:46 pm
Forum: Coding, Scripting
Topic: Randomizing player choice
Replies: 5
Views: 2068

Re: Randomizing player choice

Never used Valhalla Avatar, so I don't exactly understand what the issue is, though I do understand the basics of it. Same player class for everyone, model, sounds and skins are carefully handled by it right? I can say this code relies on having the .int file definitions, which is how the character ...
by Higor
Fri Mar 09, 2012 9:30 pm
Forum: Discussions
Topic: FerBotz (new AI, XCGE release 20)
Replies: 518
Views: 140062

FerBotz (new AI, XCGE release 20)

Started building a long time ago, time to put it to the test. Basic instructions in the ZIP file. Don't forget to tell the game to find *.u files in a different folder as the instruction say. Alternatively, you can move those *.u files to the system folder but expect to see a ton of .u files on your...
by Higor
Fri Mar 09, 2012 6:56 pm
Forum: Modifications
Topic: InstaTrans
Replies: 4
Views: 2380

Re: InstaTrans

In theory, this would work perfectly for some huge monsterhunt maps.
I'll test it next week if I have time.
by Higor
Fri Mar 09, 2012 6:09 pm
Forum: Coding, Scripting
Topic: Randomizing player choice
Replies: 5
Views: 2068

Re: Randomizing player choice

Edited first post.
Fix for randomizer, now all possible choices have the same chance.
by Higor
Fri Mar 09, 2012 1:04 am
Forum: Coding, Scripting
Topic: Randomizing player choice
Replies: 5
Views: 2068

Randomizing player choice

Posting some code as I work on a random BotZ creation system, can be perfectly adapted to player choice as one joins a server as well, called from ModifyLogin(...) in mutator. The code can exclude player classes, skins, and voice packs either by PackageName.Element or by its description in the .int ...
by Higor
Thu Mar 08, 2012 8:46 pm
Forum: Coding, Scripting
Topic: FV_InputHandler (input keypress reader, native)
Replies: 1
Views: 1975

FV_InputHandler (input keypress reader, native)

Since it's no mutator or mod, I'll be putting this here. Spawn it, let it find the transient Input object and register it, then start calling IsKeyPressed( int KeyIndex) on it to check whether this key is being pressed or not. It also works for mouse buttons, and checks will return false if you're t...
by Higor
Thu Mar 08, 2012 8:34 pm
Forum: Coding, Scripting
Topic: HUD Break
Replies: 11
Views: 3023

Re: HUD Break

In short: Is your mod/function supposed to run clientside? Use AllActors Does your mod/intended gametype consist only of Player and Bot pawns? Use PawnList Are intended maps supposed to have thousands of actors? Use PawnList Else Use AllActors ==== If you're coding a new gametype. Use UT SDK and run...
by Higor
Thu Mar 08, 2012 6:47 pm
Forum: Coding, Scripting
Topic: About posting a native package...
Replies: 2
Views: 1047

Re: About posting a native package...

It's only about local Input detection and Event notification that calls functions depending on keypresses, you might as well integrate it into the SDK later.
by Higor
Thu Mar 08, 2012 6:02 pm
Forum: Coding, Scripting
Topic: About posting a native package...
Replies: 2
Views: 1047

About posting a native package...

I intend to post a native package, say, should I post the whole source code as well?
I warn you I didn't use any modified headers, so it may only compile using VC++6.
by Higor
Thu Mar 08, 2012 5:54 pm
Forum: Coding, Scripting
Topic: CMD: ViewClass PlayerStart #?
Replies: 6
Views: 1995

Re: CMD: ViewClass PlayerStart #?

It's a similar approach to that of SetPropertyText... Create a dummy actor or mutator, with this... var object MyInput; then use this command in a function: SetPropertyText("MyInput", "Input'Input0'"); MyInput points to the transient input, I'd recommend setting this var to NULL upon actor destructi...
by Higor
Thu Mar 08, 2012 5:23 pm
Forum: Coding, Scripting
Topic: CMD: ViewClass PlayerStart #?
Replies: 6
Views: 1995

Re: CMD: ViewClass PlayerStart #?

Type: BehindView 1

Type: set PlayerPawn ViewTarget (actor name)

Your viewtarget will now be that actor, if it exists.