sektor2111 wrote:13th do seems a bad day for you...
Nice work, Higor, you are The Man...
A few minutes ago I've installed that thing (I had to switch machines because I dropped Athlon in water in bathroom...), I see that IpServer works fine as well, I mean reporting All Player possible. Function in cause seems to have the same purpose so it should be compatible. I did not check XServerQuery.SC]-[WARTZ_{HoF} wrote:I think most game server admins before xcge have been using this patched IpServer.u...
Higor wrote:We'll use this topic to discuss and propose script patcher stuff, with occasinal test builds.
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::SplitWithPlane: Ignored back sliver
Warning: Brush452: FPoly::Fix: Collapsed a point
Warning: Brush453: FPoly::Fix: Collapsed a point
Warning: Brush450: FPoly::SplitWithPlane: Ignored back sliver
sektor2111 wrote:Step 1: Both U files provided by Higor should go into System including XC_IpServerFix.u
Step 2: Add new Boolean value bPatchUdpServerQuery=True into XC_Engine.ini else it will be probably false if doesn't exist
For the case with files which I recompiled
Step 1: Upload XC_IpServerFix.u file and new XC files.
Step 2: Open and edit XC_Engine.ini file with value bPatchUdpServerQuery=True somewhere through the rest of values.
Mention:
I was using SecureValidate stuff for server.
SC]-[WARTZ_{HoF} wrote:I think most game server admins before xcge have been using this patched IpServer.u http://www.unrealadmin.org/forums/showt ... hp?t=15616 and most likely are still using. I would also assume that most use XServerQuery instead of SecureValidate viewtopic.php?f=34&t=6061
function float Minigun2_RateSelf( out int bUseAltMode )
{
local float dist;
local float scale;
local Pawn Enemy;
scale = 1;
if ( AmmoType != None && AmmoType.AmmoAmount < 50 )
scale = (scale * float(AmmoType.AmmoAmount)) * 0.02; //Same as X/50
if ( scale <= 0 )
return -2;
Enemy = Pawn(Owner).Enemy;
if ( Enemy == None )
bUseAltMode = 0;
else
{
dist = VSize(Enemy.Location - Owner.Location) * 19 / FMax(Enemy.CollisionRadius,5); //Larger enemy, more ALT
scale *= FMin(Enemy.CollisionRadius,5) * 0.2; //Smaller enemy, dont recommend minigun
bUseAltMode = int(dist <= 1700);
AIRating *= FMin(Pawn(Owner).DamageScaling, 1.5);
if ( dist > 1200 )
AIRating += FMin(0.0001 * dist, 0.3);
}
return AIRating * scale;
}
Qwerty wrote:Yup, The server has these files and entries yet still is not working. Thank you for confirming.
Nope...iSenSe wrote:Something clientsided i assume.
Am = class<Ammo>( DynamicLoadObject(AnAmmo[i], class'Class', True) );
if ( Am != None )
{
A = Spawn(Am,Other,,Other.Location,Other.Rotation);
if ( A != None )
{
A.GoToState('Pickup');
A.Enable('Touch');
A.RespawnTime = 0.00;
A.AmmoAmount *= AmmoScale;
A.Touch(Other);
A = None;
}
}
Users browsing this forum: No registered users and 1 guest