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How can I set Invisibility duration time? [SOLVED]

Posted: Thu Jan 03, 2019 7:36 pm
by Aldebaran
Normally the UT Invisibility pickup should make you invisible for about 45 seconds said in some wiki's. Now I recognized that playing local matches or on my dedicated server the Invisibility is endless (better said: until you die). So how can I change the duration time for it?

Re: How can I set Invisibility duration time?

Posted: Thu Jan 03, 2019 7:41 pm
by sektor2111
Is it called Charge ?

Re: How can I set Invisibility duration time? [SOLVED]

Posted: Thu Jan 03, 2019 7:51 pm
by Aldebaran
I can't find any "charge" or "duration" settings for it in the ini files. Also the web does not help me :(
I wonder why I have not the standard time for it also without playing any mutators or mods...

EDIT:
SORRY!! It seems the map I used for testing (CTF-182X-) is manipulating the invisible timer by its own in any way.
Testing other maps the timer works fine... so problem solved :-)

Re: How can I set Invisibility duration time? [SOLVED]

Posted: Thu Jan 03, 2019 11:10 pm
by sektor2111
FYI
- "config" means configurable - this is not a property for Inventory.uc class - so, configuring this in some INI is just... a dream unless a custom item has another word here;
- No config = UScript handling VIA mod/mutator/plugin etc.
"Charge" is a default property as follows:

Code: Select all

class Inventory extends Actor
	abstract
	native
	nativereplication;
...
var() name		  ProtectionType1;	  // Protects against DamageType (None if non-armor).
var() name		  ProtectionType2;	  // Secondary protection type (None if non-armor).
var() travel int  Charge;			  // Amount of armor or charge if not an armor (charge in time*10).
...
If coders are blabbering around results are always... "random"...
Else a private Class of this actor might manipulate this value/variable as wants, and then all your setup has no effects even if you are inventing a custom configuration which is not in account here. Excuse me, but... such things is what MH does ignoring even a configuration, it's just screwing bNoMonsters as it wants forcing monsters with any matter, UScript can put it's own rules. Right ? Yes, that's definitely right...
As a sample: If I want my custom Shield, I can assign a hard-coded CHARGE in PostBeginPlay and this will ignore what "cube-drawer" was doing totally ignoring all INI files from planet and all setup from almighty Editor. A configurable value can be changed in run-time later, and all past time wasted with various setup in Editor or INI it's useless.
Shortly: Track what map does not INI files.

PS: If in a map something has limitations against future "edits", mapper can setup things in a... "Tree" decoration and stripping code out, and... adding more trees making things harder to find. More paranoia of this type is doable with real evidences. Trust me, a map can be a bad-ass if creator wants...