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Posted: Sat Feb 17, 2007 12:50 am
by zeus
Snaggle wrote:DW_Wraith wrote:Do you have the "ut bible" or the dvd version of ut2004?
Yes on both counts.
I know they talk about scripting in the videos and theres a chapter devoted to it in the "bible", though I haven't had an interest or tried it in any way.
Hmmm. I'll check my DVD (spare time allowing). Do the tutorials require UEd to work to just view them? If so, then I'm sunk.
Snaggle.
Nope, the dvd just has a bunch of little videos on it. I think that if you have a windows box, there is some stupid little app that runs, etc. On my mac, I just use VLC and watch them manually.
Posted: Sun Feb 25, 2007 6:28 pm
by DW_Snaggle
This question has been percolating in the back of the brain-case for the last couple of weeks while I've been head-down, ass-up on my work project. I think I have basically two methods to solve this:
1) Sub-class Invasion from the SkaarjPack. This would be the easiest for me but a pain in the tucus for Wraith since he'd have to change a bunch of references to 'SkaarjPack.Invasion' to 'OurPackageName.OurInvasionClass'. I also need to see if this would impact UT2004RPG or DruidsRPG; and
2) Have a mutator that *somehow* notices when the wave has changed. This is not as easy as it sounds. Waves are a purely logical construct within the Invasion game type's Timer() handler. Basically, it starts a count-down whenever the monster count reaches zero. That's it. No special event. No special game rule. Kinda painful to 'hook' into except via a method override on SetupWave().
Anyway, if we had a map that had a bunch of actors that responded to the some event names you define, say a bunch of signs that lit up when a wave was announced, I could work on which one is the better way of doing things...in my copious spare time, that is. :banghead:
Snaggle.
(Back to "feeding duck" mode)
Posted: Sun Feb 25, 2007 9:37 pm
by DW_WailofSuicide
Snaggle wrote:This question has been percolating in the back of the brain-case for the last couple of weeks while I've been head-down, ass-up on my work project. I think I have basically two methods to solve this:
1) Sub-class Invasion from the SkaarjPack. This would be the easiest for me but a pain in the tucus for Wraith since he'd have to change a bunch of references to 'SkaarjPack.Invasion' to 'OurPackageName.OurInvasionClass'. I also need to see if this would impact UT2004RPG or DruidsRPG; and
Something like this is actually pretty easy, at least if you're using WOTGreal, which allows you to find and replace a string within a given set of files (i.e. the package directory).
Of course, that says nothing about whether doing that would screw up things elsewhere -- Would the server even show up in the Invasion category if it were running a custom Invasion gametype?
Posted: Sun Feb 25, 2007 10:22 pm
by DW_Hornet
If your referring to the white list then Yes. But this wouldn't hurt us since theres tons of mutators that were running that pull us off.
Posted: Mon Feb 26, 2007 11:34 pm
by monsTo
http://www.monsto.com/triggertest.zip
after dling, rename it to ut2 cuz it's not really a zip... i just renamed it so it'd download.
you spawn on a ledge overlooking 16 emitters in a 4x4 grid. they each have the tag "WaveX" where X is a number 1-16.
each emitter has a trigger under it to manually trigger shit not sure what is up with the trigger, but sometimes it'll dbl trig (you'll see the emitter flash real quickly) but if you keep hitting it, it'll eventually work correctly. it's also pretty short, so you could probably jump on it.
anyway the triggers are a convenience.
hope this helps.
Posted: Wed Feb 28, 2007 4:37 am
by DW_Snaggle
Thx. Got it. When I get to coding the extension/mutator this will come in handy.
One quick question: The various Actor iterators can reduce overhead by specifying certain 'categories' of actors to iterate over. Would DynamicActors be sufficient for your purposes? Or would it need to be AllActors?
Snaggle.
Posted: Thu Mar 01, 2007 12:58 am
by monsTo
don't know the answer to that question. sorry.
Posted: Thu Mar 01, 2007 1:42 am
by DW_Nutcracker
:read2:
:scratch:
The answer is...........
Code: 4,500,1004,200.24538 1/7 9-er to the 5th power. I also belive there is a caculation in there that involved half the speed of smell and Jimmy Hoffa's underpants......
Did that help you Snaggle? :dontknow:
Posted: Thu Mar 01, 2007 7:21 am
by DW_Snaggle
Nutcracker wrote:Code: 4,500,1004,200.24538 1/7 9-er to the 5th power. I also belive there is a caculation in there that involved half the speed of smell and Jimmy Hoffa's underpants......
Did that help you Snaggle? :dontknow:
Yes. But you have a minor transliteraion of terms. I believe you were referring to the: "Panting half-smell of Jimmy's speedos" conundrum which, with appropriate cancelling & factor reduction, will eventually give you......a dry heave in a rolling donut. QED.
We have a solution. :cheers: Thanks for the tip. :idea:
Snaggle. :joker:
Posted: Fri Mar 02, 2007 6:39 pm
by DW_Snaggle
monsTo wrote:anyway the triggers are a convenience.
When I run the map, all I see is a bunch of emitters that are constantly flashing. Almost randomly. This is before I even install the mutator. Do I need to enable/disable something to make it work right?
Snaggle.