Search found 38 matches

by Deaod
Thu May 30, 2024 7:41 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v14 Added "Suggest" Button between "Vote" and "Random" Automatically votes for a random map from the current map list Added context menu to map list You can change how the map list is sorted in that menu Added presets settings menu Added setting LogoDrawRegion ...
by Deaod
Sun Feb 25, 2024 5:54 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v13 VoteMenu no longer automatically opens for spectators at the end of the match Fix 436 clients not being able to join servers with VoteSys Added player limits To MapLists To Presets: MinPlayers , MaxPlayers Allow clients to sort the map list Support Assault Make the behavior of MidGameVo...
by Deaod
Tue Dec 19, 2023 11:55 am
Forum: General Discussions
Topic: UT Ver,,469 questions.
Replies: 16
Views: 1782

Re: UT Ver,,469 questions.

sektor2111 wrote: Mon Dec 18, 2023 8:41 pm Next stuff - random example "VoteSys" - it's stated in "ReadMe" as a mod for 469 - that's all about compatibility.
VoteSys requires a 469 server to function, clients should be able to use it with 436 (mostly, admins need 469 for full functionality).
by Deaod
Mon Nov 20, 2023 7:10 am
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v12 Added Black theme Random button no longer immediately votes for a specific map, creates a placeholder candidate instead Added SortPriority setting to presets to allow controlling the order of presets inside the drop-down box Fixed spectators being counted as voters Fixed spectators bein...
by Deaod
Sat Jul 08, 2023 4:07 pm
Forum: Coding, Scripting
Topic: How Name to String…?
Replies: 3
Views: 951

Re: How Name to String…?

Code: Select all

FName SomeName(TEXT("NameContent"));
const TCHAR* s = *SomeName;
// s now contains "NameContent"
You really should learn C++ if you want to toy with it and also get an IDE like Visual Studio.

Edit: wrapped string literal with TEXT macro.
by Deaod
Tue Jun 20, 2023 11:31 pm
Forum: Coding, Scripting
Topic: Notes on ScriptedTexture
Replies: 0
Views: 881

Notes on ScriptedTexture

Heres a random assortment of notes from trying to use ScriptedTexture in unrealscript: ScriptedTextures cannot be created through unrealscript itself. They must be created in the editor, saved to a .utx, loaded into your .u using #EXEC LOAD FILE=... PACKAGE=<YourPackage> , and assigned to a variable...
by Deaod
Sun May 28, 2023 12:32 pm
Forum: Mutators
Topic: FragNewNet
Replies: 131
Views: 13733

Re: FragNewNet

I suggest not fixing this in code and to fix the map instead. Fixing the map is easy: set the bNoDelete property to True for all VisibleTeleporters.
by Deaod
Sun May 28, 2023 12:24 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

I dont know the Infiltration mod, so i cant answer your first question. VoteSys does not automatically rebind your keys. You can use the console commands mutate votemenu or mutate bdbmapvote votemenu to open it. If you bind either of those commands to a key you have a keybind. The latter console com...
by Deaod
Sat Apr 08, 2023 6:05 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v11 Add IgnoreMap and IgnoreList options to Map List Config [by PhasecoreX] Added setting IncludeList to MapLists Added setting IgnoreMap to MapLists Added setting IgnoreMapsWithPrefix to MapLists Added setting IgnoreList to MapLists Added setting Packages to Presets Allows adding arbitrary...
by Deaod
Tue Mar 28, 2023 4:13 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

Ive added a section with frequently reported issues in the first post.
by Deaod
Thu Mar 23, 2023 7:49 am
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v10 Added "Random" button Votes for a random map for the currently selected preset Added setting bAlwaysUseDefaultPreset If false and nobody voted, the current preset is maintained and a random map is selected Added setting GameNameMode Replaces setting bChangeGameNameForPresets P...
by Deaod
Fri Mar 17, 2023 12:42 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v9
  • Added setting bChangeGameNameForPresets
  • Added setting bAlwaysUseDefaultMap
  • Changed behavior of DefaultPreset. If empty, use whatever preset is currently running on the server
  • Fixed players getting disconnected when many mutators are being used
by Deaod
Wed Mar 15, 2023 8:22 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

It could be possibly implemented by Deaod if you've set DefaultPreset empty. This is just an idea, but the scenario would be like this: When CTF map from Preset #3 ends and nobody votes, if DefaultPreset empty, it will remember the last map and what preset it was on, then it will auto-switch to a r...
by Deaod
Tue Mar 14, 2023 11:08 am
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

VoteSys v8 Improved proxy handling Clients will always connect to ServerAddress if it has been specified Use ACE HWID for banning players, if available MinimumMapRepeatDistance is now preset-specific Added setting PresetProbeDepth Controls how many presets need to be empty before probing for more p...
by Deaod
Sun Jan 29, 2023 10:33 pm
Forum: Mutators
Topic: VoteSys
Replies: 30
Views: 4967

Re: VoteSys

Increased width of map list by 20% could of just added horizontal scrollbar? Believe it or not, thats actually a more complicated change. I will probably bite that bullet if you can find reasonable cases where the new width still isnt good enough. Added the ability to inherit certain elements from ...