Other untested way which I'm thinking about is using a mutator screwing HUD - possible causing conflicts with HUD mutators, in other hand a mutator dealing with a SpawnNotify actor discarding message actors but... I did not try any of these any neither did something here. Screwing stock install for such a task for me is not the best practice and all files need to be well conformed or else net lousy effects are expected heading nowhere, and then once again, a small game-type is helping not only regarding to this subject for whoever wants to write a few lines...
In other hand if Bot is receiving messages nobody really cares... because it is receiving these as well and I think Bot it's not interested about these spam bytes, Bot is script not a human format. But, if user cannot code anything, I doubt that conforming and altering stock is the right way because that task needs other experience here, this problem is sensitive, Announcer.uax has only sounds, we speak about TEXT lines as well, and these aren't not part of UAX file these are actors calling sound and writing messages depends on HUD filtering, messages which are rooted in game-type.
"Explanations" above with INT files aren't very helpful without to know names and how many variables are using INT support - other knowledge is required.
For head-shot, class is called DecapitationMessage
Code: Select all
class DecapitationMessage expands LocalMessagePlus;
var(Messages) localized string DecapitationString;
Here I think we can change "DecapitationString" value from class "DecapitationMessage" which has to be placed probably in <BotPack.int>. In exchange it's needed a blank UAX because audio messages are still there, either way we can turn off Announcer volume (as I do with ALL Music since my music it's on external devices not in UT).
By inspecting these variables and changing /DEFINING them correctly messages can be blanked or... modified... and these are part of client without other stock changes...
If we talk about other messages these might need another way for being discarded as long as they have hard-coded data or non-configurable references.
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