Movement Locator

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EvilGrins
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Movement Locator

Post by EvilGrins » Mon Apr 11, 2016 9:08 am

Those that see it in screenshots ask about it periodically... but even though nobody's asked to get a copy, I find experience is the best teacher.

Random screenshot:
Image
I got it off a Russian UT site and it came with no directions or even a readme file, so this is guesswork based on usage:
· It reacts to movement. If there's a monster or player in range it won't notice them unless they move.
· Range seems to be roughly within visual firing distance.
· Those it picks up are displayed as dots: red, white, or yellow. Yellow seems to be an active threat indicator.
· Players on your own team are shown as a dot with a number next to it. Numbers based on when they 1st spawned into the game.

That's about it. Can be confusing if it picks someone up on a multi-level map that you can't immediately see where they are, like on the floor directly above you.

Also can be tricky when it detects flying monsters.
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MovementLocator2.zip
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http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Barbie
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Re: Movement Locator

Post by Barbie » Mon Apr 11, 2016 5:26 pm

The author's mail address indicates Norway origin.

This package is well documented in the source code:

Code: Select all

mutate MLHelp

   Server-side mutate commands:
MLTeamOnly - Limits the ML scope to display teammates only. (Admin)
MLToggleIFF - Identify teammates/enemies on the ML scope.
MLDistanceFactor <FLOAT> - How quickly the ML scope's detection capabilities deteriorate over distances. (Admin)
MLMinVel <INT> - Minimum velocity at 0 range for detection of opponents. (Admin)
MLRegisterFire - Register firing of weapons as movement. (Admin)
MLRegisterAltFire - Register altfiring of weapons as movement. (Admin)
MLFireDistance <INT> - Radius of which firing of weapons will register on the scope. (Suffix with "m" to use meters rather than UUs.)
MLInfo - Print current server configuration.
 
   Client-side exec commands:
ML_RangeUp - Increase ML scope range.
ML_RangeDown - Decrease ML scope range.
ML_Toggle - Toggle the ML scope display on or off.
ML_Command <STRING> - Send a command & parameters to the client-side HUD mutator. ("ML_Command HELP" for details.)


   MLHUD commands:
MLToggle - Enable/disable scope.
MLCompassMode - Cycle compass display. Off/Cardinals/Cardinals+ordinals
MLReset - Try to reset controller and HUD references.
MLInfo - Print current client-side configuration.
MLSound - Toggle sound on and off.
MLFriendlyColor - Cycle friendly color mode. HUD/Team/Custom
MLEnemyColor - Cycle enemy color mode. Team/Custom
MLSetFriendlyColor <STRING> - Set custom friendly color. ("HELP" for details)
MLSetEnemyColor <STRING> - Set custom enemy color. ("HELP" for details)
MLSetScopeColor <STRING> - Set custom scope color.
MLTeamIDs - Toggle friendly Team IDs. Off/Number/Letter/Name
MLIDOffset <INT> - Set Team IDs offset.
MLScale <FLOAT> - Set the draw scale of the scope between 1.0 and 4.0
MLScale++ - Increase draw scale by 0.1
MLScale-- - Decrease draw scale by 0.1
MLSetPosX/Y <INT> - Set the scope's screen position.
MLSetPosX/Y/++/-- - Nudge the scope 1 pixel.
Maybe its helps. :wink:
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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EvilGrins
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Re: Movement Locator

Post by EvilGrins » Mon Apr 11, 2016 6:51 pm

Guess I should peek at source code more often.... :tu:

Another advantage this thing has is if you're "flying" a redeemer around the map, the radar only monitors your position. Handy way to make sure nobody is sneaking up on your body while your eyes are where the redeemer is going.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

UTX
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Re: Movement Locator

Post by UTX » Tue Apr 12, 2016 10:34 pm

Neat-o burrito.
Thank you, I was planning on making a new HUD and a radar seems like a nice addition.

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Re: Movement Locator

Post by EvilGrins » Wed Apr 13, 2016 4:25 am

UTX wrote:Thank you, I was planning on making a new HUD and a radar seems like a nice addition.
Well... if the radar's cool and you like HUD stuff, why not a compass?
Image

I got no idea what in UT specifies which way North is, but both the compass and the radar seem to agree on the direction.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Gustavo6046
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Re: Movement Locator

Post by Gustavo6046 » Wed Apr 13, 2016 3:58 pm

North is basically the negative Y IIRC. UT doesn't keeps track of directions, but I'll use the radar and compass as well as a mini-map when doing my (GTA-style?) freeroam map. (like DM-Airport, but you really roam, talk to the Nalis in the village, drive vehicles, clear the Skaarjs that raid the village sometimes, etc.) But let's not deviate too much from the topic.

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Re: Movement Locator

Post by UTX » Wed Apr 13, 2016 9:04 pm

I want to create a new HUD in a mutator so it is optional, to give a fresh feel to the game. I think both the Combat Arms HUD or the Planetside 2 HUD would fit well, but both have a radar which I had no idea how I would replicate. This helps a lot.

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