★ Player Join/Leave Announcer ★

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Buggie
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Re: ★ Player Join/Leave Announcer ★

Post by Buggie » Fri Sep 30, 2022 3:53 am

In ServerPackages? For what? It is completely server-side mutator.

( Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_StandAlone)
NM_StandAlone? Someone able to join for you when you play locally? And you wanna notify about that?

Automatically merged

Ah. You use Internal Sounds. So you for that send package.

Automatically merged

Last edited by Buggie on Fri Sep 30, 2022 10:00 am, edited 1 time in total.

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Barbie
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Re: ★ Player Join/Leave Announcer ★

Post by Barbie » Fri Sep 30, 2022 9:53 am

Instead of SpawnNotification() also ModifyPlayer() could have been used to detect incoming players.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Buggie
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Re: ★ Player Join/Leave Announcer ★

Post by Buggie » Fri Sep 30, 2022 10:02 am

Maybe. But this need be Mutator and appear in mutator list and chain. Currently it can be just ServerActor.

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Que
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Re: ★ Player Join/Leave Announcer ★

Post by Que » Fri Sep 30, 2022 10:28 am

updated version in first post.

Code: Select all

Changelog:
==========
PlayerAnnouncer3.

Added message on screen for incoming/leaving players. Thanks @Buggie for fixing leaving messages.

:gj:

Any problems such as Invisible Players or stuck player meshes in maps at spawn points let me know.
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UTPe
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Re: ★ Player Join/Leave Announcer ★

Post by UTPe » Fri Sep 30, 2022 7:41 pm

thanks everyone, the mutator works fine ! :highfive:
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