TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

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EvilGrins
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Re: TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

Post by EvilGrins » Mon Oct 04, 2021 9:09 pm

PrinceOfFunky wrote:
Mon Oct 04, 2021 8:42 pm
Yes, it's because they don't have a team.
Only the NPC bots, yes.

UTDM-monsters are team assigned, but only their projectiles get the overlay.
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PrinceOfFunky
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Re: TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

Post by PrinceOfFunky » Wed Oct 06, 2021 3:23 am

EvilGrins wrote:
Mon Oct 04, 2021 9:09 pm
PrinceOfFunky wrote:
Mon Oct 04, 2021 8:42 pm
Yes, it's because they don't have a team.
Only the NPC bots, yes.

UTDM-monsters are team assigned, but only their projectiles get the overlay.
If those monsters have PlayerReplicationInfos then you just need to add the monsters class to the meshedWhitelistStr in the ini, it's all in the readme :D
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Re: TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

Post by EvilGrins » Wed Oct 06, 2021 9:20 am

PrinceOfFunky wrote:
Wed Oct 06, 2021 3:23 am
If those monsters have PlayerReplicationInfos then you just need to add the monsters class to the meshedWhitelistStr in the ini, it's all in the readme
Sure, sure... but even though I haven't hosted games in years I still think mutators as to how they would apply to anyone connecting to my games. Changes I make to the setup works fine on my end, but wouldn't impact them.

So, I tend to stay close to defaults.

Moving right along, works fine on the Selk model from Team Orbit, and I've noted that projectiles and weaponfire tend to team color too but not as well with the Instagib. Strangely works better on standard ShockRifle than the Insta...
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Re: TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

Post by PrinceOfFunky » Thu Oct 07, 2021 3:40 am

EvilGrins wrote:
Wed Oct 06, 2021 9:20 am
PrinceOfFunky wrote:
Wed Oct 06, 2021 3:23 am
If those monsters have PlayerReplicationInfos then you just need to add the monsters class to the meshedWhitelistStr in the ini, it's all in the readme
Sure, sure... but even though I haven't hosted games in years I still think mutators as to how they would apply to anyone connecting to my games. Changes I make to the setup works fine on my end, but wouldn't impact them.

So, I tend to stay close to defaults.

Moving right along, works fine on the Selk model from Team Orbit, and I've noted that projectiles and weaponfire tend to team color too but not as well with the Instagib. Strangely works better on standard ShockRifle than the Insta...
The shockrifle beam's outline being displayed like that is a bug cause I didn't take in account bParticles=True actors, also some client-side actors can't have the outline for another bug. If you want you can remove the shockbeam from the meshedWhitelistStr array so that it doesn't get an outline. I think the worst outline comes with the pulsegun :lol2:
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Re: TeamColorOverlay (A mutator to display colored outlines around actors based on their team)

Post by EvilGrins » Thu Oct 07, 2021 6:08 am

PrinceOfFunky wrote:
Thu Oct 07, 2021 3:40 am
I think the worst outline comes with the pulsegun
Actually, I love that one... looks kinda badass!
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