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  #21  
Unread 23rd September, 2011, 02:17 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
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i found one } error, and i fixed it, but now i get this message:

GetPlayerIndex conflicts with Function System.MutDyingSpree.GetPlayerIndex.
Parsing MutDyingSpree
Error in MutDyingSpree.uc (57): 'GetPlayerIndex' conflicts with 'Function System.MutDyingSpree.GetPlayerIndex'


here is the code:
Code:
class MutDyingSpree extends Mutator;

 defaultproperties
 {
 FriendlyName="Dying Sprees"
 Description="Announce when a player dies multiple times in a row without making any kills."
 }
 
function PostBeginPlay()
 {
 Level.Game.AddGameModifier(Spawn(class'DyingSpreeR ules'));
 }
function ScoreKill(Controller Killer, Controller Killed)
 {
 local int PlayerIndex, SpreeLevel;

 Super.ScoreKill(Killer, Killed);

 
PlayerIndex = GetPlayerIndex(Killed);
 DyingSprees[PlayerIndex].SpreeCount++;
 if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
 {
 SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
 if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeN ote))
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , SpreeLevel - 1, Killed.PlayerReplicationInfo);
 }

 if (Killer != None && Killer != Killed)
 {



 PlayerIndex = GetPlayerIndex(Killer);
 if (DyingSprees[PlayerIndex].SpreeCount >= 5)
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 }
 


function int GetPlayerIndex(Controller Player) 
{ 
local int PlayerIndex;

 
for (PlayerIndex = 0; PlayerIndex < DyingSprees.Length && DyingSprees[PlayerIndex].Player != Player; PlayerIndex++);

 if (PlayerIndex == DyingSprees.Length)
 {

 DyingSprees.Length = PlayerIndex + 1; // adds entry at end of list with zero spree count and empty player
 DyingSprees[PlayerIndex].Player = Player;
 }
 return PlayerIndex;
 

}
 
function int GetPlayerIndex(Pawn Player)
 {
 local int PlayerIndex, FirstEmptySlot;


 FirstEmptySlot = -1;
 for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
 {
 if (DyingSprees[PlayerIndex].Player == Player)
 break; 
else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
 FirstEmptySlot = PlayerIndex; 

}

 if (PlayerIndex == ArrayCount(DyingSprees))
 {

 PlayerIndex = FirstEmptySlot;
 DyingSprees[PlayerIndex].Player = Player;
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 return PlayerIndex;
 }
 
class DyingSpreeMessage extends KillingSpreeMessage;

 defaultproperties
 {
 EndSpreeNote=" ended the dying spree by killing"
 EndSpreeNoteTrailer=""
 SpreeNote(0)="is on a dying spree!"
 SpreeNote(1)="is being bullied!"
 SpreeNote(2)="is being dominated!"
 SpreeNote(3)="is being annihilated!"
 SpreeNote(4)="no longer seems to be playing!"
 SpreeNote(5)="is synonymous for 'being dead'!"

 SelfSpreeNote(0)="Dying Spree!"
 SelfSpreeNote(1)="Bullied!"
 SelfSpreeNote(2)="Dominated!"
 SelfSpreeNote(3)="Annihilated!"
 SelfSpreeNote(4)="Are you still playing?"
 SelfSpreeNote(5)="You like being dead, right?"
 
SpreeSound(0)=None
 SpreeSound(1)=None
 SpreeSound(2)=None
 SpreeSound(3)=None
 SpreeSound(4)=None
 SpreeSound(5)=None
 }
 

static function string GetString(optional int MessageSwitch, optional PlayerReplicationInfo RelatedPRI1, optional PlayerReplicationInfo RelatedPRI2, optional Object OptionalObject)
 {
 
if (RelatedPRI1 == OptionalObject && ReplatedPRI2 == None)
 return default.SelfSpreeNote[MessageSwitch];

 
return Super.GetString(MessageSwitch, RelatedPRI1, RelatedPRI2, OptionalObject);
 }
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  #22  
Unread 23rd September, 2011, 02:27 PM
(G)ott's Avatar
(G)ott (G)ott is offline
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Join Date: Apr 2010
Posts: 111
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maybe because of this:

Code:
function int GetPlayerIndex(Controller Player) 
{ 
local int PlayerIndex;

 
for (PlayerIndex = 0; PlayerIndex < DyingSprees.Length && DyingSprees[PlayerIndex].Player != Player; PlayerIndex++);

 if (PlayerIndex == DyingSprees.Length)
 {

 DyingSprees.Length = PlayerIndex + 1; // adds entry at end of list with zero spree count and empty player
 DyingSprees[PlayerIndex].Player = Player;
 }
 return PlayerIndex;
 

}
 
function int GetPlayerIndex(Pawn Player)
 {
 local int PlayerIndex, FirstEmptySlot;


 FirstEmptySlot = -1;
 for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
 {
 if (DyingSprees[PlayerIndex].Player == Player)
 break; 
else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
 FirstEmptySlot = PlayerIndex; 

}

 if (PlayerIndex == ArrayCount(DyingSprees))
 {

 PlayerIndex = FirstEmptySlot;
 DyingSprees[PlayerIndex].Player = Player;
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 return PlayerIndex;
 }
you using 2 times the same functions name
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  #23  
Unread 23rd September, 2011, 03:01 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
Default

wich one os the right one then?
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  #24  
Unread 23rd September, 2011, 03:05 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
Default

ok now i got this message:

Error in MutDyingSpree.uc (65): Unexpected 'class'
Code:
class MutDyingSpree extends Mutator;

 defaultproperties
 {
 FriendlyName="Dying Sprees"
 Description="Announce when a player dies multiple times in a row without making any kills."
 }
 
function PostBeginPlay()
 {
 Level.Game.AddGameModifier(Spawn(class'DyingSpreeR ules'));
 }
function ScoreKill(Controller Killer, Controller Killed)
 {
 local int PlayerIndex, SpreeLevel;

 Super.ScoreKill(Killer, Killed);

 
PlayerIndex = GetPlayerIndex(Killed);
 DyingSprees[PlayerIndex].SpreeCount++;
 if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
 {
 SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
 if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeN ote))
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , SpreeLevel - 1, Killed.PlayerReplicationInfo);
 }

 if (Killer != None && Killer != Killed)
 {



 PlayerIndex = GetPlayerIndex(Killer);
 if (DyingSprees[PlayerIndex].SpreeCount >= 5)
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 
 

}
 
function int GetPlayerIndex(Pawn Player)
 {
 local int PlayerIndex, FirstEmptySlot;


 FirstEmptySlot = -1;
 for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
 {
 if (DyingSprees[PlayerIndex].Player == Player)
 break; 
else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
 FirstEmptySlot = PlayerIndex; 

}

 if (PlayerIndex == ArrayCount(DyingSprees))
 {

 PlayerIndex = FirstEmptySlot;
 DyingSprees[PlayerIndex].Player = Player;
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 return PlayerIndex;
 }
 
class DyingSpreeMessage extends KillingSpreeMessage;

 defaultproperties
 {
 EndSpreeNote=" ended the dying spree by killing"
 EndSpreeNoteTrailer=""
 SpreeNote(0)="is on a dying spree!"
 SpreeNote(1)="is being bullied!"
 SpreeNote(2)="is being dominated!"
 SpreeNote(3)="is being annihilated!"
 SpreeNote(4)="no longer seems to be playing!"
 SpreeNote(5)="is synonymous for 'being dead'!"

 SelfSpreeNote(0)="Dying Spree!"
 SelfSpreeNote(1)="Bullied!"
 SelfSpreeNote(2)="Dominated!"
 SelfSpreeNote(3)="Annihilated!"
 SelfSpreeNote(4)="Are you still playing?"
 SelfSpreeNote(5)="You like being dead, right?"
 
SpreeSound(0)=None
 SpreeSound(1)=None
 SpreeSound(2)=None
 SpreeSound(3)=None
 SpreeSound(4)=None
 SpreeSound(5)=None
 }
 
function ScoreKill(Controller Killer, Controller Killed)
{
  local int PlayerIndex, SpreeLevel;
 
  Super.ScoreKill(Killer, Killed);
 
  // increment Killed's dying spree count
  PlayerIndex = GetPlayerIndex(Killed);
  DyingSprees[PlayerIndex].SpreeCount++;
  if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
  {
    SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
    if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeNote))
      BroadcastLocalizedMessage(class'DyingSpreeMessage', SpreeLevel - 1, Killed.PlayerReplicationInfo);
  }
 
  if (Killer != None && Killer != Killed)
  {
    // one player killed another
 
    // reset Killer's dying spree count
    PlayerIndex = GetPlayerIndex(Killer);
    if (DyingSprees[PlayerIndex].SpreeCount >= 5)
      BroadcastLocalizedMessage(class'DyingSpreeMessage', 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
}


static function string GetString(optional int MessageSwitch, optional PlayerReplicationInfo RelatedPRI1, optional PlayerReplicationInfo RelatedPRI2, optional Object OptionalObject)
 {
 
if (RelatedPRI1 == OptionalObject && ReplatedPRI2 == None)
 return default.SelfSpreeNote[MessageSwitch];

 
return Super.GetString(MessageSwitch, RelatedPRI1, RelatedPRI2, OptionalObject);
 }

i guess its the class DyingSpreeMessage extends KillingSpreeMessage
but why is it unexpected and how do i fix that?
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  #25  
Unread 23rd September, 2011, 03:39 PM
(G)ott's Avatar
(G)ott (G)ott is offline
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Join Date: Apr 2010
Posts: 111
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Quote:
Originally Posted by monkeybutt View Post
ok now i got this message:

Error in MutDyingSpree.uc (65): Unexpected 'class'
Code:
class MutDyingSpree extends Mutator;

 defaultproperties
 {
 FriendlyName="Dying Sprees"
 Description="Announce when a player dies multiple times in a row without making any kills."
 }
 
function PostBeginPlay()
 {
 Level.Game.AddGameModifier(Spawn(class'DyingSpreeR ules'));
 }
function ScoreKill(Controller Killer, Controller Killed)
 {
 local int PlayerIndex, SpreeLevel;

 Super.ScoreKill(Killer, Killed);

 
PlayerIndex = GetPlayerIndex(Killed);
 DyingSprees[PlayerIndex].SpreeCount++;
 if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
 {
 SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
 if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeN ote))
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , SpreeLevel - 1, Killed.PlayerReplicationInfo);
 }

 if (Killer != None && Killer != Killed)
 {



 PlayerIndex = GetPlayerIndex(Killer);
 if (DyingSprees[PlayerIndex].SpreeCount >= 5)
 BroadcastLocalizedMessage(class'DyingSpreeMessage' , 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 
 

}
 
function int GetPlayerIndex(Pawn Player)
 {
 local int PlayerIndex, FirstEmptySlot;


 FirstEmptySlot = -1;
 for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
 {
 if (DyingSprees[PlayerIndex].Player == Player)
 break; 
else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
 FirstEmptySlot = PlayerIndex; 

}

 if (PlayerIndex == ArrayCount(DyingSprees))
 {

 PlayerIndex = FirstEmptySlot;
 DyingSprees[PlayerIndex].Player = Player;
 DyingSprees[PlayerIndex].SpreeCount = 0;
 }
 return PlayerIndex;
 }
 
class DyingSpreeMessage extends KillingSpreeMessage;

 defaultproperties
 {
 EndSpreeNote=" ended the dying spree by killing"
 EndSpreeNoteTrailer=""
 SpreeNote(0)="is on a dying spree!"
 SpreeNote(1)="is being bullied!"
 SpreeNote(2)="is being dominated!"
 SpreeNote(3)="is being annihilated!"
 SpreeNote(4)="no longer seems to be playing!"
 SpreeNote(5)="is synonymous for 'being dead'!"

 SelfSpreeNote(0)="Dying Spree!"
 SelfSpreeNote(1)="Bullied!"
 SelfSpreeNote(2)="Dominated!"
 SelfSpreeNote(3)="Annihilated!"
 SelfSpreeNote(4)="Are you still playing?"
 SelfSpreeNote(5)="You like being dead, right?"
 
SpreeSound(0)=None
 SpreeSound(1)=None
 SpreeSound(2)=None
 SpreeSound(3)=None
 SpreeSound(4)=None
 SpreeSound(5)=None
 }
 
function ScoreKill(Controller Killer, Controller Killed)
{
  local int PlayerIndex, SpreeLevel;
 
  Super.ScoreKill(Killer, Killed);
 
  // increment Killed's dying spree count
  PlayerIndex = GetPlayerIndex(Killed);
  DyingSprees[PlayerIndex].SpreeCount++;
  if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
  {
    SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
    if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeNote))
      BroadcastLocalizedMessage(class'DyingSpreeMessage', SpreeLevel - 1, Killed.PlayerReplicationInfo);
  }
 
  if (Killer != None && Killer != Killed)
  {
    // one player killed another
 
    // reset Killer's dying spree count
    PlayerIndex = GetPlayerIndex(Killer);
    if (DyingSprees[PlayerIndex].SpreeCount >= 5)
      BroadcastLocalizedMessage(class'DyingSpreeMessage', 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
}


static function string GetString(optional int MessageSwitch, optional PlayerReplicationInfo RelatedPRI1, optional PlayerReplicationInfo RelatedPRI2, optional Object OptionalObject)
 {
 
if (RelatedPRI1 == OptionalObject && ReplatedPRI2 == None)
 return default.SelfSpreeNote[MessageSwitch];

 
return Super.GetString(MessageSwitch, RelatedPRI1, RelatedPRI2, OptionalObject);
 }

i guess its the class DyingSpreeMessage extends KillingSpreeMessage
but why is it unexpected and how do i fix that?
you have to create a new *.uc file with the name of this class and then move all from "class DyingSpreeMessage extends KillingSpreeMessage;" to the end in this new file.
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  #26  
Unread 23rd September, 2011, 04:15 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
Default

ok i did it, now the class error is gone, but i got a new one
Error in MutDyingSpree.uc (66): 'ScoreKill' conflicts with 'Function System.MutDyingSpree.ScoreKill'
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  #27  
Unread 23rd September, 2011, 04:25 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
Default

i cant make this, im just too stupid
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  #28  
Unread 23rd September, 2011, 04:39 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
Default

ok i remade the whole thing

here is the codes:

first MutDyingSpree.uc

Code:
class MutDyingSpree extends Mutator;
 
defaultproperties
{
  FriendlyName="Dying Sprees"
  Description="Announce when a player dies multiple times in a row without making any kills."
}

function PostBeginPlay()
{
  Level.Game.AddGameModifier(Spawn(class'DyingSpreeRules'));
}


function ScoreKill(Controller Killer, Controller Killed)
{
  local int PlayerIndex;
 
  Super.ScoreKill(Killer, Killed);
 
  
  PlayerIndex = GetPlayerIndex(Killed);
  DyingSprees[PlayerIndex].SpreeCount++;
 
  if (Killer != None && Killer != Killed)
  {
   
 
    PlayerIndex = GetPlayerIndex(Killer);
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
}

function int GetPlayerIndex(Pawn Player)
{
  local int PlayerIndex, FirstEmptySlot;
 
  
  FirstEmptySlot = -1;
  for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
  {
    if (DyingSprees[PlayerIndex].Player == Player)
      break;
    else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
      FirstEmptySlot = PlayerIndex;
  }
 
  if (PlayerIndex == ArrayCount(DyingSprees))
  {
    
    PlayerIndex = FirstEmptySlot;
    DyingSprees[PlayerIndex].Player = Player;
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
  return PlayerIndex;
}
then DyingSpreeMessage.uc

Code:
class DyingSpreeMessage extends KillingSpreeMessage;

 defaultproperties
 {
 EndSpreeNote=" ended the dying spree by killing"
 EndSpreeNoteTrailer=""
 SpreeNote(0)="is on a dying spree!"
 SpreeNote(1)="is being bullied!"
 SpreeNote(2)="is being dominated!"
 SpreeNote(3)="is being annihilated!"
 SpreeNote(4)="no longer seems to be playing!"
 SpreeNote(5)="is synonymous for 'being dead'!"

 SelfSpreeNote(0)="Dying Spree!"
 SelfSpreeNote(1)="Bullied!"
 SelfSpreeNote(2)="Dominated!"
 SelfSpreeNote(3)="Annihilated!"
 SelfSpreeNote(4)="Are you still playing?"
 SelfSpreeNote(5)="You like being dead, right?"
 
SpreeSound(0)=None
 SpreeSound(1)=None
 SpreeSound(2)=None
 SpreeSound(3)=None
 SpreeSound(4)=None
 SpreeSound(5)=None
 }

function ScoreKill(Controller Killer, Controller Killed)
{
  local int PlayerIndex, SpreeLevel;
 
  Super.ScoreKill(Killer, Killed);
 
  
  PlayerIndex = GetPlayerIndex(Killed);
  DyingSprees[PlayerIndex].SpreeCount++;
  if (DyingSprees[PlayerIndex].SpreeCount % 5 == 0)
  {
    SpreeLevel = DyingSprees[PlayerIndex].SpreeCount / 5;
    if (SpreeLevel < ArrayCount(class'DyingSpreeMessage'.default.SpreeNote))
      BroadcastLocalizedMessage(class'DyingSpreeMessage', SpreeLevel - 1, Killed.PlayerReplicationInfo);
  }
 
  if (Killer != None && Killer != Killed)
  {
    
 
    
    PlayerIndex = GetPlayerIndex(Killer);
    if (DyingSprees[PlayerIndex].SpreeCount >= 5)
      BroadcastLocalizedMessage(class'DyingSpreeMessage', 0, Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo);
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
}
static function string GetString(optional int MessageSwitch, optional PlayerReplicationInfo RelatedPRI1, optional PlayerReplicationInfo RelatedPRI2, optional Object OptionalObject)
 {
 
if (RelatedPRI1 == OptionalObject && ReplatedPRI2 == None)
 return default.SelfSpreeNote[MessageSwitch];

 
return Super.GetString(MessageSwitch, RelatedPRI1, RelatedPRI2, OptionalObject);
 }
and i got this error now:
Error in MutDyingSpree.uc (35): Bad or missing expression in 'ArrayCount'
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  #29  
Unread 23rd September, 2011, 07:04 PM
(G)ott's Avatar
(G)ott (G)ott is offline
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Join Date: Apr 2010
Posts: 111
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Quote:
Originally Posted by monkeybutt View Post
first MutDyingSpree.uc

Code:
class MutDyingSpree extends Mutator;
 
defaultproperties
{
  FriendlyName="Dying Sprees"
  Description="Announce when a player dies multiple times in a row without making any kills."
}

function PostBeginPlay()
{
  Level.Game.AddGameModifier(Spawn(class'DyingSpreeRules'));
}


function ScoreKill(Controller Killer, Controller Killed)
{
  local int PlayerIndex;
 
  Super.ScoreKill(Killer, Killed);
 
  
  PlayerIndex = GetPlayerIndex(Killed);
  DyingSprees[PlayerIndex].SpreeCount++;
 
  if (Killer != None && Killer != Killed)
  {
   
 
    PlayerIndex = GetPlayerIndex(Killer);
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
}

function int GetPlayerIndex(Pawn Player)
{
  local int PlayerIndex, FirstEmptySlot;
 
  
  FirstEmptySlot = -1;
  for (PlayerIndex = 0; PlayerIndex < ArrayCount(DyingSprees); PlayerIndex++)
  {
    if (DyingSprees[PlayerIndex].Player == Player)
      break;
    else if (DyingSprees[PlayerIndex].Player == None && FirstEmptySlot == -1)
      FirstEmptySlot = PlayerIndex;
  }
 
  if (PlayerIndex == ArrayCount(DyingSprees))
  {
    
    PlayerIndex = FirstEmptySlot;
    DyingSprees[PlayerIndex].Player = Player;
    DyingSprees[PlayerIndex].SpreeCount = 0;
  }
  return PlayerIndex;
}
and i got this error now:
Error in MutDyingSpree.uc (35): Bad or missing expression in 'ArrayCount'
i have no big knowledge about ut2k3 & ut2k4 scripting... is the "DyingSprees" var in any parent class located? if not you have to set at the top, after "class MutDyingSpree extends Mutator;" something like this:

Code:
struct Sprees {
	var Pawn Player;
	var int SpreeCount;
};

var Sprees DyingSprees[<your array size>];
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  #30  
Unread 23rd September, 2011, 07:19 PM
monkeybutt monkeybutt is offline
Killing Spree
 
Join Date: Feb 2008
Posts: 21
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ok thats it, now i dont understand a shit, so i give up thx for your help (G)ott
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  #31  
Unread 30th September, 2011, 03:28 AM
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Hermskii Hermskii is offline
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Get in touch with a guy named HOOK over at:

http://hooksutplace.freeforums.org/i...bbe67d63db8fc0

He has a mod that has a message that pops up telling everyone that you're on a lamer-spree when you die too much. It may not be exactly what you want but it may put you on the right track. It already works too so give him a shout.

Wait a sec. My bad. He runs UT servers and not UT2004 servers. I'd still talk to him though.
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Last edited by Hermskii : 30th September, 2011 at 03:31 AM.
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  #32  
Unread 2nd October, 2011, 07:52 AM
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Toruk_Makto Toruk_Makto is offline
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Posts: 63
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Great of you to make a tutorial Wormbo.
I do not have time to learn utscript and compile.
Do you have the mutator ready made for ut99?

Thanks!



BTW Wormbo I like your UT Rockets mod!
Only downside for me is that it is single fire.
Still great work though.

Last edited by Toruk_Makto : 2nd October, 2011 at 08:21 AM.
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  #33  
Unread 2nd October, 2011, 08:59 AM
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Wormbo Wormbo is offline
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Quote:
Originally Posted by Toruk_Makto View Post
Great of you to make a tutorial Wormbo.
I do not have time to learn utscript and compile.
Do you have the mutator ready made for ut99?

Thanks!
Quote:
Originally Posted by me in the tutorial
(I didn't compile a single line of code for this article, so in case of errors or problems, please leave a note on the discussion page.)

Quote:
Originally Posted by Toruk_Makto View Post
BTW Wormbo I like your UT Rockets mod!
Only downside for me is that it is single fire.
Still great work though.
The various rocket launchers are all different. some have single fire, some can load up to 3, others up to 6 rockets. (But this is so far off-topic now...)
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  #34  
Unread 2nd October, 2011, 09:54 AM
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Toruk_Makto Toruk_Makto is offline
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Quote:
Originally Posted by Wormbo View Post
The various rocket launchers are all different. some have single fire, some can load up to 3, others up to 6 rockets. (But this is so far off-topic now...)


Ow sorry! I had to investigate it further.
Awesome rockets
Thanks and sorry for being offtopic.
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