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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 11th March, 2011, 02:38 PM
Bloeb Bloeb is offline
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Join Date: Aug 2010
Location: Netherlands
Posts: 10
Default UTPure breaks up the HUD and HUDMutator-list

I've created a modification for BT-mappers. It includes an enhanced HUD and enhanced messages (implemented using a HUDMutator). Eventhough most BT-servers don't use UTPure anymore I still think it's important to support UTPure. There's a big problem with UTPure though. It changes the Players HUD and fucks up the HUDMutator-list. The PostRender-function still works for my HUDMutator, but I can't access the HUDMutator from another script.

Code:
for (HM = P.myHUD.HUDMutator; HM != None; HM = HM.NextHUDMutator)
{
   ... do stuff with HUDMutators
}
I was thinking UTPure just fucks up the HUDMutator-list, but apparantly it does more. The following loop doesn't work either.

Code:
foreach P.ChildActors(class'MyHUDMutator',HM)
{
  ... do stuff with my HUDMutator
}
This works fine if I don't use UTPure. I hope someone can enlighten me about this issue and perhaps knows a good workaround.
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  #2  
Unread 29th May, 2011, 12:09 PM
Azura's Avatar
Azura Azura is offline
Holy Shit!!
 
Join Date: Apr 2003
Posts: 4,029
Default

Maybe UTPure is doing this on purpose. As a workaround you could try making a custom Actor and initializing it with a reference to your HUDMutator.
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  #3  
Unread 29th May, 2011, 01:39 PM
gopostal's Avatar
gopostal gopostal is offline
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Join Date: Jan 2008
Posts: 235
Default

I love Pure as much as anyone but it's so easily bypassed you are just simply wasting time coding with it in mind.
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