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weapons and projectile mutator

Posted: Wed Oct 11, 2017 6:58 pm
by shockpl
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=&sear ... rch_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.

Re: antitweak as tweak

Posted: Wed Oct 11, 2017 11:01 pm
by ShaiHulud
So you want a mutate command that will turn AntiTweak on or off?

Re: antitweak as tweak

Posted: Thu Oct 12, 2017 8:54 am
by shockpl
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.

Re: antitweak as tweak

Posted: Thu Oct 12, 2017 2:31 pm
by JackGriffin
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.

Re: antitweak as tweak

Posted: Thu Oct 12, 2017 3:35 pm
by shockpl
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,.

Re: antitweak as tweak

Posted: Thu Oct 12, 2017 7:14 pm
by ShaiHulud
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.

Re: antitweak as tweak

Posted: Thu Oct 12, 2017 10:05 pm
by sektor2111
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...

Re: antitweak as tweak

Posted: Fri Oct 13, 2017 6:18 am
by ShaiHulud
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.

Re: antitweak as tweak

Posted: Wed Nov 15, 2017 8:12 am
by shockpl
gopostal:
You won't get much help on this. It would require a recoding of antitweak and that makes it something that is both technical and uninteresting to most coders. It took me a pretty good while to get it right.
I'm curious, why do you want it set up that way? It's an odd thing to do (just wondering).
If is true I just search a help how to create a new mutator which will be change the default properites of class on the server side as mutator.
Even without mutate tweak_on

Re: antitweak as tweak

Posted: Wed Nov 15, 2017 2:12 pm
by JackGriffin
PM/email me what you need and I'll fix you up. I don't like to see someone honestly struggling so long with something.

Re: antitweak as tweak

Posted: Sat Nov 25, 2017 12:40 pm
by shockpl
JackGriffin wrote:PM/email me what you need and I'll fix you up. I don't like to see someone honestly struggling so long with something.
struggling, struggling, struggling ... by Years Jack :P
Hey, I was not here around last time. JackGriffin if You still interesing to help me with this small mutator I will be very grateful to You.

PM coming :)

Re: antitweak as tweak

Posted: Sat Nov 25, 2017 1:06 pm
by shockpl
ShaiHulud wrote: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):
...so I can selectively force AntiTweak to allow the different CTFFlag classes.
Almost, but no I wanted use/take a code from Antitweak and modfiy it to creat a tweakmutator, antitweak just block changed default properites of class and returns default value to original UT. I thought it will be easy to remake as tweak mode with tweak values, but if not maybe Jack will help me :)

Re: antitweak as tweak

Posted: Sat Nov 25, 2017 2:39 pm
by JackGriffin
I got your message. I don't really get what you are wanting. The whole point of antitweak is to prevent client side setting of certain properties to anything other than defaults. If you want to allow changes to be made then just don't use any form of antitweak. It's pointless to allow changes part of the time, either it's something you allow or don't allow on your server.

Am I close in understanding you that you want a tweak that can be quietly turned on or off at the whim of the admin on the server?

If you are trying to catch someone then I'd suggest you log silently but it would really make me mad to be on a server and be allowed to do things as a client then come back later and be kicked/banned for doing that very same thing because some admin was done 'playing around' and silently turned it back on.

Re: antitweak as tweak

Posted: Tue Nov 28, 2017 9:23 pm
by shockpl
JackGriffin wrote:I got your message. I don't really get what you are wanting. The whole point of antitweak is to prevent client side setting of certain properties to anything other than defaults. If you want to allow changes to be made then just don't use any form of antitweak. It's pointless to allow changes part of the time, either it's something you allow or don't allow on your server.

Am I close in understanding you that you want a tweak that can be quietly turned on or off at the whim of the admin on the server?

If you are trying to catch someone then I'd suggest you log silently but it would really make me mad to be on a server and be allowed to do things as a client then come back later and be kicked/banned for doing that very same thing because some admin was done 'playing around' and silently turned it back on.
Jack my english is bad so maybe I wrote wrong and You get me wrong ... about antytweak. I was just thinking should be more easy to take some part of code from antytweak, if not okey, no problemo. To prevent client side settings antytweak need to check if default properites of classes, if they have not been changed, so I was thinking this part can help to write here new default settings, just all, if not okey.

Am I close in understanding you that you want a tweak that can be quietly turned on or off at the whim of the admin on the server?
No, no , no. I can do that easy with my tweak now, without admin.

But its only for me, I want mutator tweak that will be for everybody on the server.

I was wrote post higher what I wanna at simple mutator what will change shock ball, shock combo, shock trail on the server with .ini global config:

Code: Select all

foreach sp.AllActors(Class'Shockproj',sproj)
  {
    if ( (sproj.Owner != P) && (sproj.Owner != None) )
    {
      sproj.bMeshEnviroMap = True;
      sproj.Texture = None;
      sproj.DrawType = DT_Mesh;
      sproj.Mesh = LodMesh'Unrealshare.b1exp';
      sproj.Style = STY_Translucent;
      sproj.DrawScale = 2;
      sproj.AmbientGlow = 20;
      sproj.ScaleGlow = 4;
      sproj.FATNESS = 180;
      sproj.Texture = WetTexture'XFX.ionwave';
      sproj.bUnlit = True;
      sproj.LightHue = 155;
      sproj.LightSaturation = 72;
      sproj.LightRadius = 8;
      sproj.RotationRate.Pitch = 45345;
      sproj.RotationRate.Yaw = 33453;
      sproj.RotationRate.Roll = 63466;
      sproj.DesiredRotation.Pitch = 23442;
      sproj.DesiredRotation.Yaw = 34234;
      sproj.DesiredRotation.Roll = 34234;
    }
  };
}

Re: antitweak as tweak

Posted: Tue Nov 28, 2017 10:07 pm
by JackGriffin
shockpl wrote: I was wrote post higher what I wanna at simple mutator what will change shock ball, shock combo, shock trail on the server with .ini global config:
You want a weapon mutator then.

Guys am I the only one not really understanding him?