ODIE3
14th March, 2005, 07:01 PM
Greetings:
Since using UTDC a mutator that I use in Infiltration is having issues. This mutator displays a Compass HUD. What happens is when a player connects to my server(s) the HUD will not display. Sometimes reconnecting to the server causes the HUD to be displayed, sometimes not.
UT Compass has worked over a year without issues until I started to run UTDC. I hope you can look into this issue and perhaps make UTDC play nice with this mutator.
Thanks!
Here is the mutator to look at:
http://ghostdogs.net/inf/utcompass.zip
Readme.txt information:
*** Quick UTCompass API reference ***
This is a basic explanation of the three waypoint control functions and
their 'mutate' equivalents implemented in UTCompass v0.8.
--------------------------------------------------------------------------
UTCompassMut functions:
int setWP(int index, vector location, optional String sName);
Sets a waypoint for all present and future clients in the current game. If
a valid index number is specified any previous waypoint info will be
overwritten.
index : Place in waypoint list (0 through 15). If the provided number
is not within the 0 through 15 range, the first available
list position is used.
location : Where. Standard Unreal location info.
name : What the waypoint is called. If it starts with an asterisk
('*') it will NOT be listed along the left edge of the HUD.
The function returns the actual list position the waypoint is placed at
or -1 if unsuccessful.
clearWP(int index);
Deletes a waypoint.
index : Index of waypoint to delete. Must be between 0 and 15.
clearWPs();
Deletes ALL waypoints.
--------------------------------------------------------------------------
Mutate functions: These can ONLY be called from another server-side object
or a player who is logged in as an administrator. Use them to avoid
package-dependancy when this is undesirable.
"utcSetWP index%location%name"
Sets a waypoint. Parameters are the same as in the setWP() function, only
converted to string values and separated by '%' chars.
"utcClearWP index"
Deletes a waypoint.
"utcClearWPs"
Deletes all waypoints.
--------------------------------------------------------------------------
* Auxiliary functions *
From UTCompass v0.8 the exec commands "HUDMutate" and "HUDMutateNR" have been
added to the UTCompass.CompassController class. The purpose of this is to
enable HUD mutators on the client side to receive 'mutate' commands online
as well as offline and also regardless of wether the HUD mutator class is
the same as the server-side mutator (most common HUD mutators) or a class
of its own spawned exclusively with the player's HUD (UTcompass and INFYAC).
"HUDMutate" and "HUDMutateNR" are used exactly like normal "mutate" commands,
but they will only call the "mutate" functions on the mutators in the sender's
MyHUD.HUDMutator linked list.
Since the 'mutate' command by default recurses through the mutator chain (i.e.
the 'nextMutator' variable), the "HUDMutate" command might cause the 'mutate'
commands to be called twice if any of the mutators in the HUD mutator chain
also are part of the normal mutator chain. This ONLY happens in offline games
and server-side on listen (i.e. non-dedicated) servers. Also, "exclusively
spawned with the HUD object"-mutators like UTCompass and INFYAC are never
affected by this since they are only part of the HUD mutator chain
(myHUD.HUDMutator -> nextHUDMutator) and not the main mutator chain
(level.game.baseMutator -> nextMutator). The "HUDMutateNR" command ensures
this does not happen by temporarily setting the HUD mutators' nextMutator
variables to 'none' when calling the 'mutate' command and then restoring
them afterwards.
Since using UTDC a mutator that I use in Infiltration is having issues. This mutator displays a Compass HUD. What happens is when a player connects to my server(s) the HUD will not display. Sometimes reconnecting to the server causes the HUD to be displayed, sometimes not.
UT Compass has worked over a year without issues until I started to run UTDC. I hope you can look into this issue and perhaps make UTDC play nice with this mutator.
Thanks!
Here is the mutator to look at:
http://ghostdogs.net/inf/utcompass.zip
Readme.txt information:
*** Quick UTCompass API reference ***
This is a basic explanation of the three waypoint control functions and
their 'mutate' equivalents implemented in UTCompass v0.8.
--------------------------------------------------------------------------
UTCompassMut functions:
int setWP(int index, vector location, optional String sName);
Sets a waypoint for all present and future clients in the current game. If
a valid index number is specified any previous waypoint info will be
overwritten.
index : Place in waypoint list (0 through 15). If the provided number
is not within the 0 through 15 range, the first available
list position is used.
location : Where. Standard Unreal location info.
name : What the waypoint is called. If it starts with an asterisk
('*') it will NOT be listed along the left edge of the HUD.
The function returns the actual list position the waypoint is placed at
or -1 if unsuccessful.
clearWP(int index);
Deletes a waypoint.
index : Index of waypoint to delete. Must be between 0 and 15.
clearWPs();
Deletes ALL waypoints.
--------------------------------------------------------------------------
Mutate functions: These can ONLY be called from another server-side object
or a player who is logged in as an administrator. Use them to avoid
package-dependancy when this is undesirable.
"utcSetWP index%location%name"
Sets a waypoint. Parameters are the same as in the setWP() function, only
converted to string values and separated by '%' chars.
"utcClearWP index"
Deletes a waypoint.
"utcClearWPs"
Deletes all waypoints.
--------------------------------------------------------------------------
* Auxiliary functions *
From UTCompass v0.8 the exec commands "HUDMutate" and "HUDMutateNR" have been
added to the UTCompass.CompassController class. The purpose of this is to
enable HUD mutators on the client side to receive 'mutate' commands online
as well as offline and also regardless of wether the HUD mutator class is
the same as the server-side mutator (most common HUD mutators) or a class
of its own spawned exclusively with the player's HUD (UTcompass and INFYAC).
"HUDMutate" and "HUDMutateNR" are used exactly like normal "mutate" commands,
but they will only call the "mutate" functions on the mutators in the sender's
MyHUD.HUDMutator linked list.
Since the 'mutate' command by default recurses through the mutator chain (i.e.
the 'nextMutator' variable), the "HUDMutate" command might cause the 'mutate'
commands to be called twice if any of the mutators in the HUD mutator chain
also are part of the normal mutator chain. This ONLY happens in offline games
and server-side on listen (i.e. non-dedicated) servers. Also, "exclusively
spawned with the HUD object"-mutators like UTCompass and INFYAC are never
affected by this since they are only part of the HUD mutator chain
(myHUD.HUDMutator -> nextHUDMutator) and not the main mutator chain
(level.game.baseMutator -> nextMutator). The "HUDMutateNR" command ensures
this does not happen by temporarily setting the HUD mutators' nextMutator
variables to 'none' when calling the 'mutate' command and then restoring
them afterwards.