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#21
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Unrealscript confuses me in that if I take the controller which owns the pawn and typecast the pawn to my own custom class which extends ROPawn, then assign it to the controller's pawn, it breaks. The old pawn disappears (if I use checkreplacement and return false) and the new one doesn't have any functionality. If I don't use checkreplacement the old pawn hangs around but doesn't work. |
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#22
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#23
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#24
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What you could do though for debugging (in case you dont want to use the to my knowledge working, real debugger option that comes with nfringe), you can use a broadcast call to print stuff ingame. Did that for debugging tank code for CC. For the mutator to show up in webadmin you need the .ini and .int file for the mutator. Check other files of that sort and the standard tutorials on UT3/UE3 mutators on how those should look. |
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#25
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ucc dumpint HullMGMutator.u ![]() By the way. I was always in the impression that those .int files were only for UT2003 and not for UT2004 and his offspring's. Well at least I got mu mutator to load the defaulhullmgmutator.ini file now. There was a typo in the .ini file name on my server
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#26
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No need for that command, the int files are plain ascii anyway. As i said, there are enough mutator tutorials out there stating how those files are set up. You will need .ini, .u and .int for the mutator to show up in the webadmin
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#27
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Mostly I've been using this http://wiki.beyondunreal.com/Legacy:...pt_Hello_World (which is using the 'older' UT2003) and this http://wiki.beyondunreal.com/UnrealScript_Hello_World. And again here http://wiki.beyondunreal.com/Legacy:Create_An_INT_File (which is again for UT2003 only). But none of those works. Maybe you know a better web-link for me, because i'm running out of options?
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Last edited by Ducky; 01-21-2012 at 08:57 AM. |
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#28
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Yeah, it's not a file problem. (also, the .int files are unicode, not ascii)
It looks to me like there's a flaw in the webadmin mutator handling. It's recognizing that the mutators are there, and it's reading the ROUIDataProvider_Mutator block correctly (the part that checks for duplicates functions) but it's not populating that data into the DCEMutator object that it uses for all its internal handling (verified with "getall dcemutator classname" on the server console). With all the data left null, the later logic breaks down, of course. It looks to me like it's missing a call to DCEMutator.init() on DataStoreCache.uc line 574. |
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#29
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Last edited by Ducky; 01-21-2012 at 12:27 PM. |
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#30
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Code:
`Log("Some message that I want to log",, 'MyMutatorClass');
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#31
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#32
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Last edited by Ducky; 01-24-2012 at 08:29 AM. |
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UCC isn't really part of the engine anymore.
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![]() Pretty, what do we blow up first? - Myn Donos |
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#34
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The issue I'm having is that as a client on a dedicated server I'm not seeing any of the mutator function calls working. None of my log messages show up in the console. Nothing client side seems to happen. I've tried some very basic stuff and have tried making a client function then having the server call it, but nothing happens.
The server-side stuff seems to work (such as modifying variables that are replicated to the client), and the client side stuff works on a listen server, but thats it. |
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#35
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An other thing that you can try is to place your mutator by hand in the steam\SteamApps\common\Red Orchestra 2\ROGame\CookedPC\Script folder. Next connect to the dedicated server and try it again.
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#36
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As I said, the server stuff runs, but I can't find evidence that my client stuff runs at all. Changing sensitivity is entirely client-side.
It'd be nice if someone had a simple example that worked so I can try to figure out what I'm doing wrong. I have the functions I am calling as "client" or "simulated" and I have them mentioned in the replication statement: Code:
replication
{
reliable if (Role == ROLE_Authority)
addInputClient, LogicCheckerTimerClient;
}
reliable client function addInputClient(PlayerInput newinput, ROPawn MyPawn) {
... etc
Last edited by FBX; 01-27-2012 at 03:37 AM. |
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#37
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I'm giving up. My conclusion is that the mutator isn't being loaded at all on the cilent. I'm not seeing anything in the client logs that mention actually loading the mutator. Shame
Last edited by FBX; 01-29-2012 at 03:04 AM. |
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#38
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Don't give up. PM you sources to TWI's dev team and ask for assistance/advice. They did help me out when I had an issue with my mutator.
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#39
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TWI, can you please verify that mutators are being loaded on the client side like it should? If so, can you provide the code for a test example that proves this?
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Adding a custom logging group such as, 'MyMutatorClass', also does the trick because MyMutatorClass is not suppressed. |
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