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How to hide a FemaleOneCarcass on client side?

Posted: Wed Apr 24, 2024 10:39 am
by Barbie
I tried to substitute a FemaleOneCarcass on client side with another Actor and to get the FemaleOneCarcass out of the way on client side, but none of these works, it is still visible on client side:

Code: Select all

bHidden = true;
Mesh = None;
DrawScale = 0;
DrawType = DT_None;
I guess that its settings are only replicated once.
Destroying is not possible because of its bStatic=TRUE.

Any idea to hide that FemaleOneCarcass?

Object path to FemaleOneCarcass: Object>Actor>Decoration>Carcass>CreatureCarcass>HumanCarcass>FemaleBody>FemaleOneCarcass

Re: How to hide a FemaleOneCarcass on client side?

Posted: Wed Apr 24, 2024 9:08 pm
by sektor2111
It's possible, but code must be compiled in a different way. My solution here would be to make it Non-Static and move it into void, destruction to me it's the last resort for tackling whatever actor. Code can do some move but it won't compile in plain UT state. Here is the reminder that a few nice scripts are doable only into a "modding" version of UT, not in stock versions... because some of those alleged constants are not always acting as constants during run-time as long as they are altered by Engine itself, that's a cheap goofing in assigning "options". Others must be tested ON-Line in order to not do damage over networking protocols.

Re: How to hide a FemaleOneCarcass on client side?

Posted: Thu Apr 25, 2024 2:53 am
by papercoffee
FemaleOneCarcass, is something special with that?

Re: How to hide a FemaleOneCarcass on client side?

Posted: Thu Apr 25, 2024 2:57 am
by EvilGrins
Why do you want to hide it in the first place?

Re: How to hide a FemaleOneCarcass on client side?

Posted: Thu Apr 25, 2024 10:14 am
by Barbie
papercoffee wrote: Thu Apr 25, 2024 2:53 am FemaleOneCarcass, is something special with that?
The original mapper used these as decoration (see below) and has set bStatic=true what prevents removing it.
T3D of FemaleOneCarcass0

Code: Select all

Begin Map
Begin Actor Class=FemaleOneCarcass Name=FemaleOneCarcass0
     bStatic=True
     bStasis=True
     Physics=PHYS_None
     Group="None,Boss"
     AnimSequence="Dead2"
     AnimFrame=0.100000
     Level=LevelInfo'MyLevel.LevelInfo0'
     Tag="FemaleOneCarcass"
     Region=(Zone=ZoneInfo'MyLevel.ZoneInfo7',iLeaf=5063,ZoneNumber=34)
     Location=(X=-13991.532227,Y=-6009.382812,Z=-28107.687500)
     Rotation=(Pitch=26304,Yaw=-6120)
     OldLocation=(X=-13728.000000,Y=-21520.000000,Z=-28336.000000)
     bSelected=True
     Skin=Texture'MyLevel.Nr2kDeadFemale'
     DrawScale=1.500000
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     bCollideActors=False
     bCollideWorld=False
     bBlockActors=False
     bBlockPlayers=False
     bProjTarget=False
     Mass=0.000000
     Name="FemaleOneCarcass0"
End Actor
End Map
MH-LongCorridor2006-FemaleOneCarcass.jpg
EvilGrins wrote: Thu Apr 25, 2024 2:57 am Why do you want to hide it in the first place?
I'd like to have the bodies doing some animations like breathing or swimming, but its not possible with Actors that have bStatic=true. So I spawn something else there looking like the original body but doing animations (see breathing female in video - but mapper's original static female still there).
   
Auto merged new post submitted 5 minutes later
sektor2111 wrote: Wed Apr 24, 2024 9:08 pm make it Non-Static
Any suggestions how to do this?

Re: How to hide a FemaleOneCarcass on client side?

Posted: Thu Apr 25, 2024 1:23 pm
by papercoffee
Now I understand.

Re: How to hide a FemaleOneCarcass on client side?

Posted: Thu Apr 25, 2024 4:33 pm
by sektor2111
Barbie wrote: Thu Apr 25, 2024 10:20 am Any suggestions how to do this?
sektor2111 wrote: Wed Apr 24, 2024 9:08 pm It's possible, but code must be compiled in a different way.
To complete that code will go into a "ServerPackages" list. Execution is coming from a simulated function excepting a dedicated server from executing code. A lot is doable if it's not about fixing geometry... except some small issues.

____
In prior posts from a few years ago Higor pointed out tiny things concerning separate executions Server/Client. In other hand... Shadow Decal for Monsters has a nice deal in a version of ECOOP. It's needed only rewriting such code for other needs... or a combination of these two nice things... If somebody will say that I'm talking crap, then I have to remember you that decals were never attached in servers, and then what natives can do, UScript is not that weak to not do more. Things which I did - client side:
- decorations;
- lightning tweaks - more to say here...;
- skinning some actors;
- graffiti over poorly decorated walls;
- decoration pawns autonomously guided by Client - EXU also was capable to spam/spawn such things.
For efficiency you can setup such a template code in which you can do changes and drop changes in other folder for separate compilations.

NavAdder loads during run-time specific plugins for maps, mapping packages automatically and... their executions is automatically ignited by Engine. This is public already for years, not the best codes but everything works ON-Line since XC_Engine v21 ages... In these plugins are samples about working in Client-Side... More words are useless.