Old things at BotPack

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Old things at BotPack

Postby sektor2111 » Mon Apr 18, 2016 10:18 pm

LoathSome was doing a mutator UT2U1 or such if I well recall with explanations in setup and/or Run-Line being helped a bit by Higor in destruction of DMMutator in order to avoid OLD replacements operated.

I'm introducing one of my toys which has a simple setup - nominated in MapVote as a mutator in chain - not Run-Line or whatever RULES.

This is not removing DMMutator but it might be speaking with it toward replacements. Then internal handler can make player to fire weapons (not TournamentWeapons) On-Line or it is passing job to XC_Enginev16+ if can be found.

I was testing it in MapVote (LA type) using BotPack.CTFGame and Level CTF-Niven (that one with GesBioRifle and Eightball and whatever Armor) which is using to get screwed by DMMutator but not a lot when we are loading this stupid thing.
Also if player picks up such an old item, is possible to see that BIG WHITE PickupMessage at Bottom of screen like for BotPack items. Actually this tool works even as server-side and does 0 replacements. Also I was testing it in server running "UnrealShare.DeathMatchGame" - that old DM - voted.
WTriggerer.zip
(53.89 KiB) Downloaded 76 times
The rest:
This is not a Must Have.
This can be changed if it sounds bad ( because has source-code there ).
This can be modified if do works annoying.
And so on...
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Re: Old things at BotPack

Postby Barbie » Sat Jul 21, 2018 5:19 am

Just found a possible error in Triggerator.uc:
Triggerator.uc
Code: Select all
class Triggerator expands Actor;

var int OldFire, OldAltFire;

event Tick (float DeltaTime)
{
   local Weapon W;
   local PlayerPawn P;

   P = PlayerPawn(Owner);

   if ( P == None || P.Health <= 0 || bDeleteMe )
   {
      Destroy();
      return;
   }
// Let me see >:(
   if ( P.Weapon != None && TournamentWeapon(P.Weapon) == None )
   {
      if ( P.bFire == 1 )
      {
         P.Weapon.Fire(1.0);
//         log("Client firing...");
      }
      if ( P.bAltFire == 1 )
      {
         P.Weapon.AltFire(1.0);
//         log ("Client Altfiring...");
      }
   }
   if ((Level.Game).bGameEnded) Destroy(); return;
}

defaultproperties
{
   bHidden=True
   bOwnerNoSee=True
   NetPriority=3.000000
   RemoteRole=ROLE_None
}
I think line 12 must be
Code: Select all
if ( P == None || P.Health <= 0 || P.bDeleteMe )
because if bDeleteMe was used, the Destroy() statement after that would be superfluous (bDeleteMe indicates that the Actor will be destroyed soon). By using P.bDeleteMe the Triggerator will be destroyed, because its owner lifetime has come to an end. This makes sense.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Old things at BotPack

Postby sektor2111 » Sat Jul 21, 2018 12:34 pm

Barbie wrote:Just found a possible error in Triggerator.uc:
This thing has never fired any error in my console, but...
I can update this as follows:
Code: Select all
if ( P == None || P.Health <= 0 || P.bDeleteMe || bDeleteMe )
I mean "I can" update as an optional physical action based on moving hands and fingering keyboard, but I do not have intention do something here anymore. In XC servers this is useless, XC_Engine is managing this. Else..., code from Weapon if I well recall my server's modifications, it's being changed accordingly and then server will be excepted from executing useless ticks by screwing Engine file properly conformed out of default borks.
Here goes a few lines in class Weapon.uc:
Code: Select all
function ForceFire()
{
   Fire(0);
}

function ForceAltFire()
{
   AltFire(0);
}
That simple... nearby other changes (Decoration, Carcass, PlayerPawn, etc.) When things are working well by default I don't need additional processing for replacements, as you see, I gain speed by NOT fixing actors but using default normal actors.

But... as out of stock tools or hacks, recommend me some optimizations at BotyMan3 and MHBotyMan4 - I'm using those things, I needed them, that's why I wrote them.
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Re: Old things at BotPack

Postby sektor2111 » Tue Jul 31, 2018 12:25 pm

Bump - Reason: Curiosity
Any change here ? Do you prefer using a good engine file instead rather than executing another mutator nearby another mountain of other mutators for other various nasty codes, or you just like other loads because you can run only "original" (TRASH) content ?

Off-Topic: so those Boty type muts don't have problems... Good to know...
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