I start with this quote:
Originally Posted by poosh
and few shots of how it realized in SCRNBalance:
simulated function ClientWeaponSpawned(class<Weapon> WClass, Inventory Inv)
call PreloadAssets for spawned weapon - it run DynamicLoadObject and load meshref to Mesh. by...
I have idea to write MonsterConfig mutator, but want try to make it together with community, sharing the code with other collaborators, so they will commit code too.
firstly, need to build some logic and imagine how it must work:
I suggest next concept:
First In PerObjectConfig...
mutator WeaponConfig allows you to edit weapon settings on the fly. it works for netplay too. all changes send to clients, so they syncronized.
how it works.
admin type in console
mutate wpn menu (admin can bind it to button for fast access)
values are for currently selected...
I cant understand what can be the reason of this errors:
Warning: MaleAnnouncer kf-DIE.MaleAnnouncer (Function Engine.AnnouncerVoice.PrecacheSound:00FD) Could not find adrenalin in nor in fallback package nor in Alternate
Warning: MaleAnnouncer kf-DIE.MaleAnnouncer...
is it real to somehow transfer KarmaData files from Server to Client like ServerPackages do?
we are making some monster and when it dies, we want it go down not scripted or animated way, but using it own ragdoll physics. So need to transfer somehow it KarmaData to clients.
- adding .ka...
I wrote mutator WeaponConfig with GUI.
Game admin send in console "mutate weaponconfig menu"
Then Mutator open for that playercontroller some GUI menu with weapon settings.
Player change some settings in this menu (client side), then press OK and some long string with settings that player...
I have mutator with main mutator class and some ObjectClass for this mutator. they share the same package.
class SomeObject extends Object;
var float value;
var float BonusMax;
var float BonusLog;
class SomeMut extends Mutator;
I want to make mutator that change Lights on maps dynamically.
Im going Level.AllActors(class'Light', L)
and then change L.LightBrightness
the problem is that brightness change only on shader surfaces like weapons but level objects (walls) stay the same. I think they light calculated only...
does it works together?
I read that need to have all files compiled with "ucc make -debug" switch. where can I get source of Unreal files?
does anyone know Killing Floor & UDebugger is real to use?
Hi. I want change TraderPortrait.
tryed this steps
class ReplaceTraderMut extends Mutator;
function PreBeginPlay() or PostBeginPlay()
class'SRHUDKillingFloor'.default.TraderPortrait = Portrait;
We make Radio Bomb.
Drop last bomb. need weapon stay active for alternative fire. Alternative fire explode all bombs..
the problem is. when Drop last bomb game make autoswitch to another weapon.
how to hack it... so weapon with 0 ammo will stay
This Mut kick Idle players
download --> here <-- (fixed version will not kick players that dead if they not idle. But if spectator is idle it will be kicked!!! added bKickSpectators=false in config for not kicking idle spectators)
description of configuration file AFKMut.ini
Medic-spider, will heal all team.
sorry but I must delete donwload links because I steal this mutator and have no rights to share it
Recommendation. Allow to buy only for medic (how-to see here) or look here
I found the way to change WeaponPickup.cost with mutator
class'SVD.SVDPickup'.default.cost = 1;
but in ServerPerksV510->CustomShop the cost string have old cost value. If I press Buy key in shop, the real cost is new = 1$ but the string is old cost. I mean...
I write a mutator and want to change some values from console.
so what is the structure:
class MainMutator extends Mutator
var() int SomeValue;
class MainMutatorExec extends Admin
How to encrypt .u package? to make it impossible to decomplie but possible to use?
I have some encrypted .u package file. can anyone decompile it somehow?
Here is the link to package and all needed textures animations meshes sounds needed to decompile it (70Mb)...
the problem is self-solved. allowfire() works but only on client side... because of it log("im in allowfire()"); and broadcast message not displayed/worked on server log window. to make it work need to use replication. so I maked
reliable if (ROLE < ROLE_Authority)...