Search found 6374 matches
- 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...
- 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...
- 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 ...
- 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 ...
- 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.
- 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...
- 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...
- 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" ...
- 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...
- 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...
- 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); ...
- 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...
- 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...
- 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...
- 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...