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fixin' bugz

 
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Thu Dec 20, 2007 9:27 pm    Post subject: fixin' bugz Reply with quote

heya ppl! need help again! the problem is... that i cant find the problem 0.o the other problem is... i'm on the wrong computer too, so i cant post the scriptwarnings yet! >.< hehe, so ill post that in a few days. oh the problem just got in my mind! hehe! its about Unreallity, makin' it server compatible, but loads of warnings, even when you wlak, cuz i got costum playerpawn. just wait a few days for me to collect the warnings.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Fri Dec 21, 2007 8:23 pm    Post subject: Reply with quote

Yea ;)
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Thu Feb 07, 2008 4:32 pm    Post subject: Reply with quote

nvm it, seems like i cant fix them for now, here for ppl that still watch here sometimes:(Scroll down the page)
http://www.freewebs.com/bleeder91/index.htm?blogentryid=2910080
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Tue Feb 19, 2008 5:01 pm    Post subject: Reply with quote

hmm found out something bout the bugz, for som reason online you cant talk hmm. im guessing it has to do with the HUD, although it works fine offline. second problem is jumping, i got triple jumping but it gives errors that it: 'accessed none'. prolly the same reason why i cant hear the jump sound online. and i cant fix the name show thingy, cuz online you cant see the creatures name, and i tryed everything. plz help
jump script:
Code:
simulated function DoJump( optional float F )
{
   local LevelInfo Level;
   
   if ( Physics == PHYS_Walking ) JumpTimes = 0;
   if ( (CarriedDecoration != None) || (JumpTimes >= 3) )
      return;
   
   if ( !bIsCrouching && ((JumpTimes < 3) && Velocity.Z > -1) )
   {
      if ( Role == ROLE_Authority )
         PlaySound(JumpSound, SLOT_Talk, 1.5, true, 1200, 1.0 );
      if ( (Level.Game != None) && (Level.Game.Difficulty > 0) )
         MakeNoise(0.1 * Level.Game.Difficulty);
      PlayInAir();
      if ( bCountJumps && (Role == ROLE_Authority) )
         if(Inventory != None) Inventory.OwnerJumped();
      Velocity.Z = JumpZ;
      if ( Base != None && Base != Level )
         Velocity.Z += Base.Velocity.Z;
      JumpTimes ++;
      SetPhysics(PHYS_Falling);
   }
}


monster name showing script:
Code:

simulated function DrawIdentifyInfo(canvas Canvas, float PosX, float PosY)
{
   local float XL, YL, XOffset, YOffset, ChanceOfSucces;
   local string KillChance;
   local int NameLength;

   if (!TraceIdentify(Canvas))
      return;
   
   Canvas.Font = Font'WhiteFont';
   Canvas.Style = 3;

   if(IdentifyTarget.IsA('PlayerPawn'))
      if(PlayerPawn(IdentifyTarget).PlayerReplicationInfo.bFeigningDeath)
         return;
   
   XOffset = Canvas.ClipX/1.5;
   YOffset = Canvas.ClipY/1.2;
   
   if( ((IdentifyTarget.bIsPlayer) || IdentifyTarget.IsA('ScriptedPawn')) && (IdentifyTarget.Health>0) )
   {
      Canvas.DrawColor.R = 96 * (IdentifyFadeTime / 3.0);
      Canvas.DrawColor.G = 96 * (IdentifyFadeTime / 3.0);
      Canvas.DrawColor.B = 255 * (IdentifyFadeTime / 3.0);
      
      Canvas.SetPos(XOffset, YOffset+16);
      Canvas.DrawIcon(Texture'UnrealShare.Icons.TranslatorHUD3', 1.0);
      
      ChanceOfSucces = float(Pawn(Owner).Health)/(float(Pawn(Owner).Health)+float(IdentifyTarget.Health))*100;
      KillChance = Left(ChanceOfSucces,5);
      
      if(IdentifyTarget.bIsPlayer)
      {
            if(IdentifyTarget.IsA('UnreallityNaliPlayer'))
               {
                  Canvas.DrawColor.R = 255 * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.G = 255 * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.B = 255 * (IdentifyFadeTime / 3.0);
                  Canvas.SetPos(XOffset+16, YOffset+48);
                  Canvas.DrawIcon(UnreallityPRI(UnreallityNaliPlayer(IdentifyTarget).PlayerReplicationInfo).Avatar, 0.5);
               }
            Canvas.DrawColor.R = 96 * (IdentifyFadeTime / 3.0);
            Canvas.DrawColor.G = 255 * (IdentifyFadeTime / 3.0);
            Canvas.DrawColor.B = 96 * (IdentifyFadeTime / 3.0);
            Canvas.SetPos(XOffset+32, YOffset+32);
            if(PlayerPawn(IdentifyTarget).bIsTyping)
               Canvas.DrawText("Name: " $IdentifyTarget.PlayerReplicationInfo.PlayerName $" is typing");
            else
               Canvas.DrawText("Name: " $IdentifyTarget.PlayerReplicationInfo.PlayerName);
                              
            if( IdentifyTarget.Health <= 0 )
            {
               Canvas.DrawColor.R = 0;
               Canvas.DrawColor.G = 0;
               Canvas.DrawColor.B = 0;
            }
            else if( IdentifyTarget.Health > 0 && IdentifyTarget.Health <= 255 )
               {
                  Canvas.DrawColor.R = (0 + (255-IdentifyTarget.Health)) * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.G = (255 - (255-IdentifyTarget.Health)) * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.B = 0;
               }
            else if( IdentifyTarget.Health > 255 )
               {
                  Canvas.DrawColor.R = 0;
                  Canvas.DrawColor.G = 255 * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.B = 0;
               }
            Canvas.SetPos(XOffset+32, YOffset+64);
            Canvas.DrawText("Health: " $IdentifyTarget.Health);
               
            Canvas.DrawColor.R = (0 + (255-ChanceOfSucces*2.55)) * (IdentifyFadeTime / 3.0);
            Canvas.DrawColor.G = 0;
            Canvas.DrawColor.B = (255 - (255-ChanceOfSucces*2.55)) * (IdentifyFadeTime / 3.0);
            Canvas.SetPos(XOffset+32, YOffset+96);
            if(IdentifyTarget.bIsPlayer && CoopGame(Level.Game).bNoFriendlyFire)
               Canvas.DrawText("Chance of Succes: N/A");
            else
               Canvas.DrawText("Chance of Succes: " $KillChance $" %");
         }
      else
         {
            Canvas.SetPos(XOffset+16, YOffset+32);
            NameLength = Len(IdentifyTarget.MenuName);
            Canvas.DrawText("Name: " $Left(IdentifyTarget.Name,NameLength));
            
            if( IdentifyTarget.Health <= 0 )
            {
               Canvas.DrawColor.R = 0;
               Canvas.DrawColor.G = 0;
               Canvas.DrawColor.B = 0;
            }
            else if( IdentifyTarget.Health > 0 && IdentifyTarget.Health <= 255 )
               {
                  Canvas.DrawColor.R = (0 + (255-IdentifyTarget.Health)) * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.G = (255 - (255-IdentifyTarget.Health)) * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.B = 0;
               }
            else if( IdentifyTarget.Health > 255 )
               {
                  Canvas.DrawColor.R = 0;
                  Canvas.DrawColor.G = 255 * (IdentifyFadeTime / 3.0);
                  Canvas.DrawColor.B = 0;
               }
            Canvas.SetPos(XOffset+16, YOffset+64);
            Canvas.DrawText("Health: " $IdentifyTarget.Health);
            
            Canvas.DrawColor.R = (0 + (255-ChanceOfSucces*2.55)) * (IdentifyFadeTime / 3.0);
            Canvas.DrawColor.G = 0;
            Canvas.DrawColor.B = (255 - (255-ChanceOfSucces*2.55)) * (IdentifyFadeTime / 3.0);
            Canvas.SetPos(XOffset+16, YOffset+96);
            Canvas.DrawText("Chance of Succes: " $KillChance $" %");
         }
   }
   
   Canvas.Style = 1;
   Canvas.DrawColor.R = 255;
   Canvas.DrawColor.G = 255;
   Canvas.DrawColor.B = 255;
}
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ShadowHunter
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PostPosted: Wed Feb 20, 2008 9:32 am    Post subject: Reply with quote

I'm not really sure, but I think you didn't used replication correctly.

You must use someth like this:
Code:

replication
{
 reliable if(Role == ROLE_Authority)
   . . .\\Here you should add all vars used by DoJump function
}


About second problem...whm...I created once rifle, that with alternate fire had ability that LuckShot have.I didn't used replication there, but also didn't tested it online.Anyway, here's code that ables to see and mark pawns through walls:
Code:

simulated function PostRender(canvas Canvas)
{
 local int Dist;
 local Pawn P;
 local int XPos,YPos;
 local vector x,y,z,Dir;
  local color OldC;
 
  GetAxes(Pawn(Owner).ViewRotation,x,y,z);
  foreach RadiusActors(class'Pawn',P,10000,Owner.Location)
   {
    Dir = P.Location-Owner.Location;
    Dist = VSize(Dir);
    Dir = Dir/Dist;
    if( ( Dir Dot X )>0.7 && PlayerPawn(Owner).DesiredFOV!=PlayerPawn(Owner).default.DefaultFOV
    && !P.Isa('FlockMasterPawn') && !P.Isa('MasterPawn'))
      {
          Canvas.Font = font'SmallFont';
       XPos = 0.5 * Canvas.ClipX * (1 + 1.4 * (Dir Dot Y));
       YPos = 0.5 * Canvas.ClipY * (1 - 1.4 * (Dir Dot Z));
       Canvas.SetPos(XPos - 8, YPos - 6);
       Canvas.DrawIcon(texture'Crosshair6',1.0);
       Canvas.DrawColor.R = 255;
      Canvas.DrawColor.B = 255;
      Canvas.DrawColor.G = 255;
       Canvas.SetPos(Xpos - 12, YPos + 8);
       Canvas.DrawText(Dist/100,true);
       Canvas.SetPos(XPos - 12,YPos - 16);
       Canvas.DrawText("Health:"$P.Health$"");
       Canvas.SetPos(XPos - 12,YPos - 24);
       Canvas.DrawText("Class:"$P.Class$"");
       if(P.Isa('PlayerPawn'))
       Canvas.DrawText("Name:"$PlayerPawn(P).PlayerReplicationInfo.PlayerName$"");
      }
    }
    Super.PostRender(Canvas);
   if (PlayerPawn(Owner).DesiredFOV!=PlayerPawn(Owner).default.DefaultFOV)
   {
      Canvas.SetPos(0.5 * Canvas.ClipX - 8, 0.5 * Canvas.ClipY - 8 );
      Canvas.Style = 2;
      Canvas.DrawIcon(Texture'Crosshair6', 1.0);
      Canvas.Style = 1;   
   }





I repeating again: I'm not sure.You must also ask mental-Hunter for advice.He's also expirenced guy in making pawns and weapons, which he uses online.He should know to.
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Wed Feb 20, 2008 5:07 pm    Post subject: Reply with quote

well your right with the authority thing, but as you can see, i have that in the jump script, and its same as the original, except that you can jump 3 times. and for the second thing, nice seeing pawns thro walls cant see pawns name tho, only players name, but the class: class thing should work, ill try that, thx . lets see if zombie comes here, cuz with jcoopz you can see pawns name so
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ShadowHunter
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PostPosted: Wed Feb 20, 2008 6:20 pm    Post subject: Reply with quote

I can upgrade that script.If you need then i'l send it to you.
And if you need any help, mainly help of not busy coder ,You may ask.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Wed Feb 20, 2008 7:05 pm    Post subject: Reply with quote

I'm afraid i don't have any knowledge about that part Bleeder and i both got about the same knowledge of Scripting. And i'm definetly not specialized with the HUD of weapons etc.. never tryd anything with that.
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ShadowHunter
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PostPosted: Thu Feb 21, 2008 9:06 am    Post subject: Reply with quote

You understand me wrong.I meaned replication info.
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Sat Apr 05, 2008 8:20 pm    Post subject: Reply with quote

New Release coming up!

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Unreallity - Wrath of the Skaarj is still developing! Check out the new refreshing website!
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Shadow



Joined: 31 Mar 2008
Posts: 97
Location: Ukraine

PostPosted: Mon Apr 07, 2008 12:34 pm    Post subject: Reply with quote

!!!!!!OWNAGE!!!!!!!

Looks AWESOME Bleeder.I'm really impressed.
Can I pretend on source help of Unreallity if i need?
And did you used stuff from source I posted above?
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Mon Apr 07, 2008 2:11 pm    Post subject: Reply with quote

hehe, dunno if i used something, prolly will, but ill add you to the credits list just to be sure. the list aint that small anyway
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Apr 07, 2008 6:57 pm    Post subject: Reply with quote

Bleeder91 wrote:
hehe, dunno if i used something, prolly will, but ill add you to the credits list just to be sure. the list aint that small anyway


Yea, like any scripter you know is listed out there
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Sat Jul 05, 2008 6:26 pm    Post subject: Reply with quote

still need som ideas for the new weps im making, legendary weapons.. already got one: primary fire shoots a proj that does '15+10% oh the default health of that pawn' damage, and altfire sucks 10% health outta that pawn or absorbs a carcass so you gain health. screenie of the hud:

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