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Go Back   The Unreal Admins Page > Forums > Hosted Forums > UTPure > UTPure - Client Side Hack Protection > UTPure FAQ

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  #1  
Unread 21st May, 2005, 12:47 AM
SkullKrusher SkullKrusher is offline
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Posts: 102
Exclamation UTPURE & CUSTOM ZOOM WEAPONS CODE FIX

Create HudMutator.uc in your Weapon Package

Copy and Paste the Following and Save it in the Classes Folder of your Weapon.

Code:
class HUDMutator extends Mutator;

var PlayerPawn HUDOwner;

simulated event PostRender (Canvas Canvas)
{
	if ( (HUDOwner != None) && (HUDOwner.Weapon != None) )
	{
		HUDOwner.Weapon.PostRender(Canvas);
	}
}

defaultproperties
{
}
Now open your Weapon , and right after your variables and all at the beginning of the file, copy and paste this:

Code:
simulated event PostNetBeginPlay()
{
	local HudMutator crosshair;
	local PlayerPawn HUDOwner;

	Super.PostNetBeginPlay();

	// If owner is the local player, check that the HUD Mutator exists. Also check for the presense of a bbPlayer (UTPure enabled)
	HUDOwner = PlayerPawn(Owner);
	if (HUDOwner != None && HUDOwner.IsA('bbPlayer') && HUDOwner.myHUD != None)
	{
		ForEach AllActors(Class'HudMutator', crosshair)
			break;
		if (crosshair == None)
		{
			crosshair = Spawn(Class'HudMutator', Owner);
			crosshair.RegisterHUDMutator();
			crosshair.HUDOwner = HUDOwner;
		}
	}
}
Compile it.

Now it should work with Pure.

UTPURE.int or UTPURE.ini Settings also

TrackFOV=0


AZ please Sticky this post if possible.............


:::UPDATE:::

i had been using this setup with older versions of utpure and was less successful using newer version's of utpure using this method to render my new SniperRifle Scope so i reworked the whole system.

i am not ready to post the new code here yet until some multiplayer online testing can be done first. once the testing is finished i will be more than happy to update the code posted here and hopefull put on an attachement as well.

please do not contact me because i have a couple of beta testers ready to go when i return from vaction next wednesday i should have some good news or rework ahead hopefully the first

Last edited by SkullKrusher : 27th July, 2005 at 04:28 AM.
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  #2  
Unread 21st May, 2005, 06:39 AM
Just_Me Just_Me is offline
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Default

Done. And hopefully this will inspire Mod authors to get off thier bums and look for ways to get their mods compatible with Pure which is possible.

GJ Skull.
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  #3  
Unread 22nd May, 2005, 07:19 AM
<lol>Tomcat's Avatar
<lol>Tomcat <lol>Tomcat is offline
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Default Very nice...

Hi I will try this, and see how it works, and thanks..
Much appreciated.
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  #4  
Unread 22nd May, 2005, 07:20 PM
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Azazel Azazel is offline
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Quote:
Originally Posted by Just_Me
Done. And hopefully this will inspire Mod authors to get off thier bums and look for ways to get their mods compatible with Pure which is possible.

GJ Skull.
I second that.
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  #5  
Unread 22nd May, 2005, 10:11 PM
BLTicklemonster BLTicklemonster is offline
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So rather than Pure be compatible with it, make everyone out there redo their weapons? Is the problem with pure something to do with HUDs in radar or something? I don't understand the reasoning behind this.
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  #6  
Unread 22nd May, 2005, 11:06 PM
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LeeBe LeeBe is offline
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Its easier to make the mods compatible with Pures methods than to try and make pure compatible with every mod out there including the ones not yet made.

+ I dont know how active TNSe is - even then, does he still play UT99?
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  #7  
Unread 22nd May, 2005, 11:43 PM
BLTicklemonster BLTicklemonster is offline
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Good point, besides, it keeps us on our toeses.
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  #8  
Unread 22nd May, 2005, 11:47 PM
BLTicklemonster BLTicklemonster is offline
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Quote:
Originally Posted by SkullKrusher
Create HudMutator.uc in your Weapon Package

Copy and Paste the Following and Save it in the Classes Folder of your Weapon.

Code:
class HUDMutator extends Mutator;

var PlayerPawn HUDOwner;

simulated event PostRender (Canvas Canvas)
{
	if ( (HUDOwner != None) && (HUDOwner.Weapon != None) )
	{
		HUDOwner.Weapon.PostRender(Canvas);
	}
}

defaultproperties
{
}
Now open your Weapon , and right after your variables and all at the beginning of the file, copy and paste this:

Code:
simulated event PostNetBeginPlay()
{
	local HudMutator crosshair;
	local PlayerPawn HUDOwner;

	Super.PostNetBeginPlay();

	// If owner is the local player, check that the HUD Mutator exists. Also check for the presense of a bbPlayer (UTPure enabled)
	HUDOwner = PlayerPawn(Owner);
	if (HUDOwner != None && HUDOwner.IsA('bbPlayer') && HUDOwner.myHUD != None)
	{
		ForEach AllActors(Class'HudMutator', crosshair)
			break;
		if (crosshair == None)
		{
			crosshair = Spawn(Class'HudMutator', Owner);
			crosshair.RegisterHUDMutator();
			crosshair.HUDOwner = HUDOwner;
		}
	}
}
Compile it.

Now it should work with Pure.

UTPURE.int or UTPURE.ini Settings also

TrackFOV=0


AZ please Sticky this post if possible.............


Yikes!!!

Remember to give it a different name.

NOW THEN:
perhaps there is a version of a rifle that is custom. The author is unable to be found. One must get their package to compile, but as of yet, I have not been able to successfully do this with a non standard ut weapon or anything else.

Is there any specific info (no "go to such and such place", but more along the lines of do this, use this, step by step?)
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  #9  
Unread 19th September, 2005, 05:46 AM
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50BMG 50BMG is offline
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Default Cool

Just wanted to say "Thanks SkullKrusher" ... I'm gonna give this a shot.
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  #10  
Unread 2nd October, 2005, 12:32 AM
spatieman spatieman is offline
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Default

me noob.
imported the weapon in unrealed,but thinking doing some wronge.
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  #11  
Unread 15th December, 2005, 05:47 AM
U2K|MR.KEWL1© U2K|MR.KEWL1© is offline
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Join Date: Aug 2004
Posts: 14
Default

Quote:
Originally Posted by SkullKrusher
Create HudMutator.uc in your Weapon Package

Copy and Paste the Following and Save it in the Classes Folder of your Weapon.

Code:
class HUDMutator extends Mutator;

var PlayerPawn HUDOwner;

simulated event PostRender (Canvas Canvas)
{
	if ( (HUDOwner != None) && (HUDOwner.Weapon != None) )
	{
		HUDOwner.Weapon.PostRender(Canvas);
	}
}

defaultproperties
{
}
Now open your Weapon , and right after your variables and all at the beginning of the file, copy and paste this:

Code:
simulated event PostNetBeginPlay()
{
	local HudMutator crosshair;
	local PlayerPawn HUDOwner;

	Super.PostNetBeginPlay();

	// If owner is the local player, check that the HUD Mutator exists. Also check for the presense of a bbPlayer (UTPure enabled)
	HUDOwner = PlayerPawn(Owner);
	if (HUDOwner != None && HUDOwner.IsA('bbPlayer') && HUDOwner.myHUD != None)
	{
		ForEach AllActors(Class'HudMutator', crosshair)
			break;
		if (crosshair == None)
		{
			crosshair = Spawn(Class'HudMutator', Owner);
			crosshair.RegisterHUDMutator();
			crosshair.HUDOwner = HUDOwner;
		}
	}
}
Compile it.

Now it should work with Pure.

UTPURE.int or UTPURE.ini Settings also

TrackFOV=0
Cool, but how do we fix the map embedded weapons, like SLV, Q-Jets, Creepinator, machine guns?
Thx
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  #12  
Unread 15th December, 2005, 08:25 PM
Matthew Matthew is offline
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Join Date: Dec 2004
Posts: 2,382
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SLV = You're screwed, the code is obfuscated

Q-Jets = BLTickleMonster is working on it I think. When he's done I will probably code a mod that will upgrade all old versions to the new ones in embedded maps that will come with the package.

Creepinator = Never knew it didn't work with Pure... what's the problem it gives?
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  #13  
Unread 15th December, 2005, 08:51 PM
SkullKrusher SkullKrusher is offline
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Posts: 102
Default

the infadds i think is fixable but i need a good set of working models that can be reimported into a new u file
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  #14  
Unread 27th December, 2005, 06:44 PM
BLTicklemonster BLTicklemonster is offline
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Join Date: May 2004
Posts: 1,004
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By the way, for run and gun servers with Zark Rifles, make sure that you add the always mouselook script to Zark Rifles that you modify.

Code:
simulated function PostRender( canvas Canvas )
{
	local PlayerPawn P;
	local float Scale;

	Super.PostRender(Canvas);
	P = PlayerPawn(Owner);
	if ( (P != None) && (P.DesiredFOV != P.DefaultFOV) ) 
	{
		bOwnsCrossHair = true;
		Scale = Canvas.ClipX/640;
		Canvas.SetPos(0.5 * Canvas.ClipX - 128 * Scale, 0.5 * Canvas.ClipY - 128 * Scale );
		if ( Level.bHighDetailMode )
			Canvas.Style = ERenderStyle.STY_Translucent;
		else
			Canvas.Style = ERenderStyle.STY_Normal;
		Canvas.DrawIcon(Texture'RReticle', Scale);
		Canvas.SetPos(0.5 * Canvas.ClipX + 64 * Scale, 0.5 * Canvas.ClipY + 96 * Scale);
		Canvas.DrawColor.R = 0;
		Canvas.DrawColor.G = 255;
		Canvas.DrawColor.B = 0;
		Scale = P.DefaultFOV/P.DesiredFOV;
		Canvas.DrawText("ZARK 199 - X"$int(Scale)$"."$int(10 * Scale - 10 * int(Scale)));
	}
	else
		bOwnsCrossHair = false;

	if ( PlayerPawn(Owner).bAlwaysMouseLook != true )
                PlayerPawn(Owner).bAlwaysMouseLook = true;
}
To the end of the postrender canvas part. (in italics)
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  #15  
Unread 18th January, 2006, 05:02 AM
U2K|MR.KEWL1© U2K|MR.KEWL1© is offline
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Join Date: Aug 2004
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Quote:
Originally Posted by Matthew
SLV = You're screwed, the code is obfuscated

Q-Jets = BLTickleMonster is working on it I think. When he's done I will probably code a mod that will upgrade all old versions to the new ones in embedded maps that will come with the package.

Creepinator = Never knew it didn't work with Pure... what's the problem it gives?
Ref maps: DM-GreatRoomDD, DM-JETSDD with embedded custom weapons

As soon as someone picks up the Creepinator, they get kicked out of the server with connection failed and the log shows UT impurity for every client, even though its server-side. Same with the Q-Jets.
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  #16  
Unread 18th January, 2006, 12:42 PM
Matthew Matthew is offline
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Actually weapons are client-side.
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  #17  
Unread 18th January, 2006, 03:52 PM
BLTicklemonster BLTicklemonster is offline
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Matthew, didn't you tell me that a new pure was out that allowed qjets? Or was that someone else?
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  #18  
Unread 18th January, 2006, 06:05 PM
~V~ ~V~ is offline
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Nice work. Gonna try this out as soon as I can. Didn't see the date
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  #19  
Unread 18th January, 2006, 09:32 PM
Matthew Matthew is offline
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Quote:
Originally Posted by BLTicklemonster
Matthew, didn't you tell me that a new pure was out that allowed qjets? Or was that someone else?
Not I ^^
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  #20  
Unread 4th March, 2006, 02:52 PM
SkullKrusher SkullKrusher is offline
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Default UTPure SniperRifle Release

http://home.comcast.net/~enhancedadm...niperRifle.zip
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