Search found 6374 matches

by sektor2111
Mon May 20, 2024 6:03 pm
Forum: Mutators
Topic: SBReplacer
Replies: 3
Views: 179

Re: SBReplacer

To mention something... Actors that are "bStatic" or "bNoDelete" can be a bit... ruined in a more or less "ugly" stage. Stage 1) means normal UT compiler unable to do things that are doable. In this case whatever "static" can be hidden/disabled - except Naviga...
by sektor2111
Tue May 14, 2024 3:13 pm
Forum: Mapping
Topic: Botpathing request thread
Replies: 240
Views: 31801

Re: Botpathing request thread

Not only failing at BSP stuff, but deleting brushes for preventing any fix... ! In such cases fixing Bot Support means to change a lot in navigation strategy if you want to see some game flow...
by sektor2111
Tue May 07, 2024 10:51 am
Forum: Servers
Topic: Non UT Weapons Not Working on Server
Replies: 25
Views: 530

Re: Non UT Weapons Not Working on Server

An UT server might start in two Ways: 1 - Using UCC.EXE executable file; 2 - Using UnrealTournament.EXE file (GUI more specific) where you can even send commands from outside in server's console - helpful for some debugging stage... that's another chapter. ANY of these TWO ways of creating a server ...
by sektor2111
Sun May 05, 2024 5:59 pm
Forum: Mapping
Topic: NEW MAP: DM-WaterTreatment1565
Replies: 16
Views: 616

Re: NEW MAP: DM-WaterTreatment1565

Hi all... Nice piece - once again, good things are good... I turned a copy of this into a "tiny" version (with all required adjusting)... Explanations why I went for shrinking at 25% ? - Because it's nice; - Because Bot is more alert in ranges of UE1 and it's a DeathMatch not just singing ...
by sektor2111
Wed May 01, 2024 12:33 am
Forum: Servers
Topic: Non UT Weapons Not Working on Server
Replies: 25
Views: 530

Re: Non UT Weapons Not Working on Server

In prior INI file there is no definition for custom packages - just plain stock + a MapVote. That's why they don't work. Aside, this should be an INI file not U file - UnrealTournament.ini.
by sektor2111
Tue Apr 30, 2024 9:13 pm
Forum: General Discussions
Topic: jumpboot respawn
Replies: 5
Views: 225

Re: jumpboot respawn

DoubleJump and UT_JumpBoots are two different things - this is the main idea which you need to take in account. As far as I know you can "double jump" without even to have any "JumpBoots". The rest means mapping options - Sample: In MH-Andromeda(_whatever), player taking JumpBoot...
by sektor2111
Tue Apr 30, 2024 8:53 pm
Forum: Servers
Topic: Non UT Weapons Not Working on Server
Replies: 25
Views: 530

Re: Non UT Weapons Not Working on Server

I don't understand this sudden new "rule". I have never used files extensions in "ServerPackages" - Dedicated Server 436 released officially by EPIC doesn't use extensions - these are files taken from "Paths" declared in INI file. To not forget that stock things as &quo...
by sektor2111
Sat Apr 27, 2024 8:01 am
Forum: General Discussions
Topic: Error Messages
Replies: 142
Views: 35730

Re: Error Messages

Index of ScreenShot-s name/names is max 255, if you have too many "shots" something dumb will happen... This stage combined with mods and lousy skins won't help either... Years ago I realized that I cannot play UT in a toilette environment, and then I went to clean up all "mods" ...
by sektor2111
Thu Apr 25, 2024 4:33 pm
Forum: Coding, Scripting
Topic: How to hide a FemaleOneCarcass on client side?
Replies: 6
Views: 451

Re: How to hide a FemaleOneCarcass on client side?

Any suggestions how to do this? It's possible, but code must be compiled in a different way. To complete that code will go into a "ServerPackages" list. Execution is coming from a simulated function excepting a dedicated server from executing code. A lot is doable if it's not about fixing...
by sektor2111
Wed Apr 24, 2024 9:08 pm
Forum: Coding, Scripting
Topic: How to hide a FemaleOneCarcass on client side?
Replies: 6
Views: 451

Re: How to hide a FemaleOneCarcass on client side?

It's possible, but code must be compiled in a different way. My solution here would be to make it Non-Static and move it into void, destruction to me it's the last resort for tackling whatever actor. Code can do some move but it won't compile in plain UT state. Here is the reminder that a few nice s...
by sektor2111
Fri Apr 05, 2024 8:46 pm
Forum: Coding, Scripting
Topic: How to make scriptedpawn attack each other?
Replies: 8
Views: 468

Re: How to make scriptedpawn attack each other?

You forgot "AttituteTo" where main things are rooted... function eAttitude AttitudeTo(Pawn Other) { ... else if ( (TeamTag != '') && (ScriptedPawn(Other) != None) && (TeamTag == ScriptedPawn(Other).TeamTag) ) return ATTITUDE_Friendly; else return AttitudeToCreature(Other); ...
by sektor2111
Thu Apr 04, 2024 8:02 pm
Forum: Coding, Scripting
Topic: How to make scriptedpawn attack each other?
Replies: 8
Views: 468

Re: How to make scriptedpawn attack each other?

For your brain relaxing stuff, you can take in account that ScriptedPawn can recognize some Team position. Even if we have two Mercenaries, they can fight each-other if are on a different team. It's all about a timed control of pawns. Each pawn can claim a Team and then all turns into a bloody battl...
by sektor2111
Wed Apr 03, 2024 5:19 pm
Forum: Coding, Scripting
Topic: Change mover KeyPos[] at runtime
Replies: 3
Views: 289

Re: Change mover KeyPos[] at runtime

I set the task concerning Movers - different said a sort of "destruction", means to operate in both server and client for best results, I prefer to setup these very early (PreBeginPlay) because some Movers will do some jobs later in PostBeginPlay, I wanted to step into alternate movement o...
by sektor2111
Tue Apr 02, 2024 10:40 pm
Forum: Coding, Scripting
Topic: Change mover KeyPos[] at runtime
Replies: 3
Views: 289

Re: Change mover KeyPos[] at runtime

I did such changes but I used to do it in both server and client and then... The code snippet is like this - "BasePos" also it's in account... simulated function AlterActors() //This is a Package mapped only when said map is loaded. { ... ... if (string(A.Name) ~= "Mover3") // Po...
by sektor2111
Tue Apr 02, 2024 2:33 pm
Forum: Servers
Topic: Some Server help?
Replies: 4
Views: 453

Re: Some Server help?

That file UCC.EXE it's one of main factors capable to start an UT server - not only from GUI file "UnrealTournament.exe". If you look for some tutorials about "switches" for this UCC 'command' perhaps you'll find out some information. If not, I'll look into my private repositorie...