Only the NPC bots, yes.
UTDM-monsters are team assigned, but only their projectiles get the overlay.
Only the NPC bots, yes.
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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.PrinceOfFunky wrote: ↑Wed Oct 06, 2021 3:23 amIf 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
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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 pulsegunEvilGrins wrote: ↑Wed Oct 06, 2021 9:20 amSure, 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.PrinceOfFunky wrote: ↑Wed Oct 06, 2021 3:23 amIf 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
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...
Actually, I love that one... looks kinda badass!
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Code: Select all
[TeamColorOverlay_v1.TCOMutator]
spritedWhitelistStr[0]=
spritedWhitelistExclusionsStr[0]=
meshedWhitelistStr[0]=Engine.PlayerPawn
meshedWhitelistStr[1]=UnrealShare.Bots
meshedWhitelistStr[2]=Botpack.Bot
meshedWhitelistExclusionsStr[0]=UnrealI.ForceFieldProj
meshedWhitelistExclusionsStr[1]=UnrealShare.AnimSpriteEffect
meshedWhitelistExclusionsStr[2]=UnrealShare.Chip
meshedWhitelistExclusionsStr[3]=Botpack.UT_Shellcase
meshedWhitelistExclusionsStr[4]=Botpack.UT_ShieldBeltEffect
meshedWhitelistExclusionsStr[5]=Botpack.BulletImpact
meshedWhitelistExclusionsStr[6]=Botpack.UT_RingExplosion
meshedWhitelistExclusionsStr[7]=Botpack.TranslocOutEffect
meshedWhitelistExclusionsStr[8]=Botpack.UT_Blood2
meshedWhitelistExclusionsStr[9]=Engine.Projectile
texturesBlacklistStr[0]=UnrealShare.Belt_fx.Invis.Invis
statesBlacklistStr[0]=FeigningDeathIt's been 4y since I wrote TCO, I just checked the code and it looks like the whitelists and blacklists are not replicated. bDebug can't solve this.Amin wrote: ↑Sun Jun 29, 2025 4:28 pm Bring up theme, i stuck with this mutator.
I use TCO for bright coloring players and bots on dedicated server and this worked correctly.
But i want remove coloring for all shooted projectiles like pulsegun balls (primary fire), flak cannon fragments (primary fire) and rockets / disc-razors (both fire modes)
I try add Engine.Projectile to excepion lists meshedWhitelistExclusionsStr in TeamColorOverlay.ini , but this effect only al Local test (Practice Session). If this added only at server-side, new client generate local default config, and some projectiles stay colored.
Local fix at client side (moving Engine.Projectile from meshedWhitelistStr to meshedWhitelistExclusionsStr) solve problem fully, but more suitable server-side tuning only.![]()
Some shoots like GES-bio / ASMD / Redeemer-rocker and Redeemer-splash / Flak-grenade (alt fire) not colored with my config for new clients with default clients's config. But Flak-fragments (primary fire), linkgun primary, ripper and rockets stay colored for new network clients.
Parts of my TeamColorOverlay.ini:1). How to remove coloring outlines around flak fragments / linkgun balls / razor-blades / rockets by this mutator for NEW clients with default TCO config ?Code: Select all
[TeamColorOverlay_v1.TCOMutator] spritedWhitelistStr[0]= spritedWhitelistExclusionsStr[0]= meshedWhitelistStr[0]=Engine.PlayerPawn meshedWhitelistStr[1]=UnrealShare.Bots meshedWhitelistStr[2]=Botpack.Bot meshedWhitelistExclusionsStr[0]=UnrealI.ForceFieldProj meshedWhitelistExclusionsStr[1]=UnrealShare.AnimSpriteEffect meshedWhitelistExclusionsStr[2]=UnrealShare.Chip meshedWhitelistExclusionsStr[3]=Botpack.UT_Shellcase meshedWhitelistExclusionsStr[4]=Botpack.UT_ShieldBeltEffect meshedWhitelistExclusionsStr[5]=Botpack.BulletImpact meshedWhitelistExclusionsStr[6]=Botpack.UT_RingExplosion meshedWhitelistExclusionsStr[7]=Botpack.TranslocOutEffect meshedWhitelistExclusionsStr[8]=Botpack.UT_Blood2 meshedWhitelistExclusionsStr[9]=Engine.Projectile texturesBlacklistStr[0]=UnrealShare.Belt_fx.Invis.Invis statesBlacklistStr[0]=FeigningDeath
2). I see option bDebug. Can this options be useful for found correct config ?
3). Another plugin maybe ?
Code: Select all
reliable if ((role == ROLE_Authority) && bNetInitial)
bOldMutsFix, spritedWhitelistStr, spritedWhitelistExclusionsStr, etc... ;Code: Select all
default.spritedWhitelistStr[2] = "Botpack.PlasmaSphere";