Search found 130 matches

by Chris
Tue May 16, 2017 3:47 pm
Forum: Coding, Scripting
Topic: Would it be possible to embed Webkit/Gecko DLLs in a UT mod?
Replies: 14
Views: 2238

Re: Would it be possible to embed Webkit/Gecko DLLs in a UT

Here is everything you need to know about creating native mods for the engine. https://wiki.beyondunreal.com/Legacy:Native_Coding And about sending natives to clients, there is a serious security exploit in the engine which allows servers to send any type of file to your client and even execute it w...
by Chris
Tue May 09, 2017 6:26 pm
Forum: Coding, Scripting
Topic: SOLVED: Access to object var via FindInventoryType possible?
Replies: 4
Views: 1014

Re: Access to object variables via FindInventoryType possibl

What are you talking about? Is it a typecast you're looking for?

Just replace damage with MH2Udamage(Inv).
by Chris
Thu May 04, 2017 10:00 pm
Forum: Coding, Scripting
Topic: Best way to execute code ONCE on each PlayerPawn in a game?
Replies: 11
Views: 1453

Re: Best way to execute code ONCE on each PlayerPawn in a ga

About PreBeginPlay - I'd never come across that, do you have a citation? Have a look in stock code of Mutator.uc, function PreBeginPlay(): //============================================================================= // Mutator. // called by the IsRelevant() function of DeathMatchPlus // by addin...
by Chris
Thu May 04, 2017 12:22 am
Forum: Coding, Scripting
Topic: ServerActor vs ServerPackage vs Mutator & when to use each?
Replies: 9
Views: 1584

Re: ServerActor vs ServerPackage vs Mutator & when to use ea

Let me clarify it for you. Any object relative to the Level is a derivative of class Actor. Here you have fundamental functions like PreBeginPlay, PostBeginPlay and PostNetBeginPlay, aswell as some other relative events. This is a barebone Level actor which you program to do whatever it's supposed t...
by Chris
Thu May 04, 2017 12:03 am
Forum: Coding, Scripting
Topic: Do you always need to initialize or register a mutator?
Replies: 5
Views: 850

Re: Do you always need to initialize or register a mutator?

Maybe you shouldn't jump into programming before you even know the very basics of how the game is using mods. That piece of code is adding the mutator programatically. You don't do that on itself, if the mutator is already loaded it makes no sense to load it again, so either you call that code from ...
by Chris
Sat Apr 22, 2017 8:44 pm
Forum: General Discussions
Topic: Error Messages
Replies: 87
Views: 21768

Re: Error Messages

Been running bot tests on a map for a couple days with no issues, but with no changes made today it can't get through 1 single match before this pops up: http://ic.pics.livejournal.com/evilgrins/3189901/3871381/3871381_original.png What does this mean? Otherwise, it's shaping up nicely: http://ic.p...
by Chris
Mon Apr 17, 2017 3:57 pm
Forum: Coding, Scripting
Topic: How to get the Canvas of a Viewport?
Replies: 12
Views: 1716

Re: How to get the Canvas of a Viewport?

The error is pretty damn obvious... Since you're calling the canvas at the Tick part of the main loop, the font is not set. the PostRender in the HUD has already drawn on the Canvas by the time it reaches the Mutator PostRender and therefore it uses the previous set font and the assert doesn't fail....
by Chris
Thu Apr 13, 2017 6:09 pm
Forum: Coding, Scripting
Topic: actor = None just for a fraction of a second.
Replies: 4
Views: 663

Re: actor = None just for a fraction of a second.

What Higor is telling you is not to use the same name for Functions, States and variables (those are all UFields..).
You're using the name "outer" for a function.. there is already a very special Object variable with this name in every object..
by Chris
Wed Apr 12, 2017 7:21 pm
Forum: General Discussions
Topic: Package Conformal discussion
Replies: 16
Views: 3167

Re: Package Conformal discussion

Yes that's true. I started playing around with UStates a bit a few hours ago, and now I have this: /* These functions can be made directly accessible in another class by simply copying the declarations and keeping the indices. This package (ChStReplace) however must be loaded in the environment and ...
by Chris
Tue Apr 11, 2017 9:06 pm
Forum: General Discussions
Topic: Package Conformal discussion
Replies: 16
Views: 3167

Re: Package Conformal discussion

A small note on ScriptedPawn when re-entering old chapter aboutone specie humping other species. Normally using a "TeamTag" seem like a logical solution other than "Team" ("Team" for scripted pawn seem to have less significance as to what it should).. But with a few minutes of research I noticed tha...
by Chris
Sun Apr 09, 2017 10:54 pm
Forum: Tools and Programs
Topic: Ultimate Server Tool V1
Replies: 2
Views: 1536

Ultimate Server Tool V1

I thought now is a good time to release the beast. Please read through the manual carefully before starting to push buttons. Please keep in mind that this is the first release, we've spent a long time testing it but can't guarantee that we haven't missed something. Post down below letting me know if...
by Chris
Sat Apr 08, 2017 11:13 pm
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1066
Views: 230579

Re: XC_Engine [20] - XC_Core [7] - XC_IpDrv

I like the FunctionReplace a lot, enables us to replace the root of problems rather than doing bruteforce checks in ticks and what not. I found it a bit messy replacing functions in states. You suggested to subclass target class which was my first approach, and also to define a new derrivate state w...
by Chris
Tue Mar 14, 2017 8:25 pm
Forum: Coding, Scripting
Topic: MH problem: Using ini values instead of default properties
Replies: 15
Views: 1952

Re: MH problem: Using ini values instead of default properti

I have another idea. I copied file MH2HUD.uc to MH2HUD2.uc. MH2HUD.uc is a class without that monsters HUD. MH2HUD2.uc is a class with that monsters HUD. And changed file MH2Base.uc in that way: var config bool ShowMonsterHealth; ... if(Level.Game.HUDType !=none) { if(ShowMonsterHealth) Level.Game....
by Chris
Sun Feb 19, 2017 2:38 pm
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1066
Views: 230579

Re: XC_Engine [19] - XC_Core [7] - XC_IpDrv

By sending natives to client we might develop the probability for sending a malware. A DLL will not respect "sandbox" if doesn't want that. Already UT can save lousy content outside of sandbox VIA logs and they can be... BAT files if we want. Else, I'm not that concerned as long as WIN98SE is being...
by Chris
Fri Feb 17, 2017 10:52 pm
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1066
Views: 230579

Re: XC_Engine [19] - XC_Core [7] - XC_IpDrv

Any chance that you can implement proper support for a server to send native libraries too? NPLoader isn't really working that well.