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21st May, 2005, 12:47 AM
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Dominating
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Join Date: May 2004
Posts: 102
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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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21st May, 2005, 06:39 AM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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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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22nd May, 2005, 07:19 AM
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Killing Spree
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Join Date: May 2005
Location: Northern Canada
Posts: 27
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Very nice...
Hi I will try this, and see how it works, and thanks..
Much appreciated.
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22nd May, 2005, 07:20 PM
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Administrator
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Join Date: Jul 2002
Location: UK
Posts: 2,408
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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.
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I second that.
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22nd May, 2005, 10:11 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 1,004
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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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22nd May, 2005, 11:06 PM
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Holy Shit!!
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Join Date: Feb 2003
Location: Uk.gif
Posts: 1,340
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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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22nd May, 2005, 11:43 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 1,004
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Good point, besides, it keeps us on our toeses.
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22nd May, 2005, 11:47 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 1,004
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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.............
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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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19th September, 2005, 05:46 AM
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Godlike
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Join Date: Aug 2002
Location: USA
Posts: 451
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Cool
Just wanted to say "Thanks SkullKrusher" ... I'm gonna give this a shot.
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2nd October, 2005, 12:32 AM
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Rampage
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Join Date: Oct 2005
Posts: 71
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me noob.
imported the weapon in unrealed,but thinking doing some wronge.
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15th December, 2005, 05:47 AM
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Forum Newcomer
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Join Date: Aug 2004
Posts: 14
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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
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Cool, but how do we fix the map embedded weapons, like SLV, Q-Jets, Creepinator, machine guns?
Thx
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15th December, 2005, 08:25 PM
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Holy Shit!!
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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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15th December, 2005, 08:51 PM
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Dominating
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Join Date: May 2004
Posts: 102
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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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27th December, 2005, 06:44 PM
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Holy Shit!!
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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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18th January, 2006, 05:02 AM
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Forum Newcomer
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Join Date: Aug 2004
Posts: 14
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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?
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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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18th January, 2006, 12:42 PM
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Holy Shit!!
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Join Date: Dec 2004
Posts: 2,382
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Actually weapons are client-side.
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18th January, 2006, 03:52 PM
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Holy Shit!!
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Join Date: May 2004
Posts: 1,004
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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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18th January, 2006, 06:05 PM
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Holy Shit!!
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Join Date: Sep 2004
Posts: 866
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Nice work. Gonna try this out as soon as I can. Didn't see the date
__________________
http://www.unrealize.co.uk for XConsole, ServerLog, StealthAdmin and other Unreal Tournament mods.
-= F R A G G A L O N I A... R E S U R R E C T I O N! O L D... S K O O L... S N I P E R =- unreal://82.40.94.2
Old skool sniping. Just you, your weapon, and gravity.
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18th January, 2006, 09:32 PM
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Holy Shit!!
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Join Date: Dec 2004
Posts: 2,382
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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?
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Not I ^^
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4th March, 2006, 02:52 PM
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Dominating
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Join Date: May 2004
Posts: 102
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UTPure SniperRifle Release
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