antitweak as tweak

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antitweak as tweak

Postby shockpl » Wed Oct 11, 2017 6:58 pm

Hi unreals.

I just wanna ask You, if it will be hard to make from antitweak mutator as tweak, which will be change on the server to my tweak :

http://ut-files.com/index.php?dir=&search=antitweak&search_mode=f

to make it as tweak with option mutate tweak_on, default option will be mutate tweak_off

In antitweak creator made in mutator to check meshes, textures, drawscale etc. to default values if the values have been changed to another.

And now I want to change default values as mine changes, at simple:

Code: Select all
shock ball: shockproj.texture.tranglow | shockproj.drawscale.2 | SHOCKPROJ.bMeshEnviroMap.TRUE

pulsegun secondary: starterbolt.drawscale.06 | pbolt.drawscale.06

flak ball: chunktrail.DRAWTYPE.DT_MESH | chunktrail.mesh.utringex | chunktrail.drawscale.1.6


ETC ETC ETC

and more for another projectiles of weapons. that will be mutate tweak_on

for mutate tweak_off values go back to standart UT values:

Code: Select all
shock ball: shockproj.texture.default | shockproj.drawscale.default | SHOCKPROJ.bMeshEnviroMap.default

pulsegun secondary: starterbolt.drawscale.default | pbolt.drawscale.default

flak ball: chunktrail.DRAWTYPE.default | chunktrail.mesh.default | chunktrail.drawscale.default

ETC ETC ETC

Salut for you :) Pleas answer.
Last edited by shockpl on Thu Oct 12, 2017 9:04 am, edited 2 times in total.
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Re: antitweak as tweak

Postby ShaiHulud » Wed Oct 11, 2017 11:01 pm

So you want a mutate command that will turn AntiTweak on or off?
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Re: antitweak as tweak

Postby shockpl » Thu Oct 12, 2017 8:54 am

Nah, I want to modify AntiTweak as a Tweak.

Standard will be Tweak set to off, will be turning on with command in console mutate tweak_on

AntiTweak is checking if default properites of classes have not been changed and now I want just change these default properites to my changes. Without kicking, without logs.
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Re: antitweak as tweak

Postby JackGriffin » Thu Oct 12, 2017 2:31 pm

I replied to your PM. If you can code I'd send you my personal anticheat (antitweak code is included in it) and you can configure it however you like. I'm not going to offer support for it though, it's just something I made for my personal servers as an addition to catch what ACE doesn't. You'll need to know how to compile code to use it.
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Re: antitweak as tweak

Postby shockpl » Thu Oct 12, 2017 3:35 pm

Jack will be realy nice, but I dont need nothing like antycheat or antitweak in this.
Also im not a 100% coder, maybe just 23% I will search someone to help me with this mod.
I know how to compile and also I dont understand whole code, only some parts,.
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Re: antitweak as tweak

Postby ShaiHulud » Thu Oct 12, 2017 7:14 pm

Apologies for misunderstanding, but your ambition is to update AntiTweak to support your modified weapon? I've changed AntiTweak a bit on our server to support the CTTree33 models (as an example):

Code: Select all
function setVars()
...
  foreach allactors(class'ctfflag', flag)
  {
    // Add support for Christmas Tree flags (CTTree2y)
    if (flag.IsA('XmasTree'))
    {
      flagDrawScale = flag.DrawScale;
      flagLtRad     = flag.LightRadius;
      if (flag.IsA('XmasTreeRed'))
        flagMeshR   = flag.Mesh;
      else
        flagMeshB   = flag.Mesh;
    }
    // Add support for Christmas Tree flags (CTTree33)
    else if (flag.IsA('CTTXmasTree'))
    {
      flagDrawScale = flag.DrawScale;
      flagLtRad     = flag.LightRadius;

      if (flag.IsA('CTTXmasTreeRed'))
        flagMeshR   = flag.Mesh;
      else if (flag.IsA('CTTXmasTreeBlue'))
        flagMeshB   = flag.Mesh;
    }
    // Stock flags
    else
    {
      flagDrawScale = flag.DrawScale;
      flagMeshR     = flag.Mesh;
      flagMeshB     = flag.Mesh;
      flagLtRad     = flag.LightRadius;
    }
    break;
  }

function updateFlags(bool bChristmas)
{
  if (bChristmas)
  {
    flagMeshR = LodMesh'Botpack.XmasTreeR';
    flagMeshB = LodMesh'Botpack.XmasTreeB';
  }
  else
  {
    flagMeshR = LodMesh'Botpack.pflag';
    flagMeshB = LodMesh'Botpack.pflag';
  }
}


And then there's a mutator which can force an update with a console command:

Code: Select all
var bool gbAllowChristmas;
...

function Mutate(string MutateString, PlayerPawn Sender)
{
...
    case "TOGGLE_CHRISTMAS":
        if (toggleChristmas())
          Sender.ClientMessage(msgPrefix $ "Christmas effects now enabled. Reconnect to activate.");
        else
          Sender.ClientMessage(msgPrefix $ "Christmas effects now disabled. Reconnect to activate.");
        break;
...
}

function bool toggleChristmas()
{
  local AntiTweak AT;
...
  gbAllowChristmas = !gbAllowChristmas;

  foreach AllActors(class'AntiTweak', AT)
  {
    // Update flag meshes to match current flag class
    AT.updateFlags(gbAllowChristmas);
  }

  return gbAllowChristmas;


...so I can selectively force AntiTweak to allow the different CTFFlag classes.
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Re: antitweak as tweak

Postby sektor2111 » Thu Oct 12, 2017 10:05 pm

I demand a self change for flags automatically in December around Christmas and coming back after Christmas using time-stamp from Level. Why Console ? Or configurable automated or manual switching.
Or another meshes based on season: spring, summer, autumn, winter...
My UT Mapping works...
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Re: antitweak as tweak

Postby ShaiHulud » Fri Oct 13, 2017 6:18 am

Heh, it actually will change automatically come December 1st. I just set this (mutate command) up so that I could test it in action, and preview it (the Christmas tree flags aren't the only seasonal modification) with a few people without having to stop the server and modify ini files.
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