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25th January, 2009, 02:10 PM
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Rampage
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Join Date: Jul 2008
Location: Birmingham westmidlands.
Posts: 83
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Quote:
Originally Posted by SixtSense
ok but whats the use for random spawning?? we need a fixed location if i read it well for a bunnytrack server
all servers outside bunnytrack i see no use for this mod
just some admin fun maybe or use with ctf to spawn in there base but thats called laming and cheating
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Sixtsense i host a BT server and to me after 3 months of being up it hit rank 90th. So i call it a fairly successful BT server, people who play my server know what an admin i am. I can take a joke, and im fun. But i am also strict when it comes to cheating. Any cheaters just get banned, same if people ask for admin.
After 8 months we lost ranks, i became inactive and had NO admins.
When i came back some of the regulars and very good players were asking to be teleported so they can practice Lets say on Bt-Uncommon. A well known long map, taking the most skilled players over 14minutes to cap i believe.
Now considering thats a rush time, it's better for me to teleport them and practice with PING rather than practice offline and have to guess the way ping is.
If you get me. If someone caps after being teleported they will be banned for 5 days, once the mod is working i will be advertising that.
__________________
My NEW ip is : 217.163.31.110:7777, i've terminated my old one.
If you don't try then how do you know?
Last edited by 0wn m3 pl0x : 25th January, 2009 at 02:13 PM.
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25th January, 2009, 02:18 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
Originally Posted by Azura
This first version doesn't contain anything fancy like that as the problem has been solved in another way.
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Say, that's interesting. You just set the location of <source> to <destination>. I expected this would result in a telefrag, hence my concern of spawning a player in a 'bad zone', since I figured you'd need to offset the coordinates a little to prevent that.
Edit: this was tested against a bot (which moves from its original location). Tested against a stationary pawn it would indeed telefrag, hence your PreventDeath() work.
Last edited by adminthis : 25th January, 2009 at 02:31 PM.
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25th January, 2009, 02:35 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Normally, it should. There's some code in the mutator that stops one player fragging another when they first touch. I'm not sure how the telefrag is handled but, after the location has been changed, collision properties are set back to normal values. This little trick is used on 3's coop server to avoid multiple telefrags at the start of a map.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 25th January, 2009 at 02:37 PM.
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25th January, 2009, 02:37 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Quote:
Originally Posted by 0wn m3 pl0x
edit:
Ok i tested it on the server, ASC recognised it was there, it was in my ini (ServerActors=AdminMovePlayer.AdminMovePlayer) And uploaded Ect, Mutate AMP did nothing while logged in :/ any help?
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Did you log in as admin ? If so, please tell me what you did step by step.
Edit: I just noticed it was added as a serveractor. This is a mutator so it should be loaded as one. What you should do is either add the mutator in webadmin or add it to the command line :
Quote:
ucc server DM-Liandri?game=Botpack.DeathMatchPlus?mutator=BotPac k.InstaGibDM,AdminMovePlayer.AdminMovePlayer
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P.S: For some odd reason, the mutator is unable to move players that are logged in as admins. I'm not sure why yet.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 25th January, 2009 at 02:52 PM.
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25th January, 2009, 03:30 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
Originally Posted by Azura
P.S: For some odd reason, the mutator is unable to move players that are logged in as admins. I'm not sure why yet.
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Just a general observation: I seem to have better results using SetLocation() instead of ClientSetLocation() for moving a player.
Edit:
Code:
if( destPawn != none )
{
p.SetCollision( true, true, false );
sendPawn.SetLocation( destPawn.Location );
pp.ClientMessage( "Player has been sent." );
p.SetCollision( true, true, true );
destPawn = none;
sendPawn = none;
}
This works fine. No need for PreventDeath() (nor translucency). sendPawn will spawn in the exact same spot as destPawn and will be able to 'walk out' of the other player, then colliding with the world as normal again.
Last edited by adminthis : 25th January, 2009 at 03:52 PM.
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25th January, 2009, 04:02 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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That code makes sense. I'm not sure if there's a difference between the two functions but SetLocation can't hurt as the ViewRotation doesn't really need to be set. Concentrating the code in one block and getting rid of PreventDeath is a great idea. Also, SetCollision(false,false,false) should be used.
One question. Have you tried to move yourself to the location of a bot ? I've just done some tests while a game is paused. The Playerpawn is placed at the same spot as a bot but is immediately sent back to the original location. That needs looking into.
P.S: About the previous problem: the mutator was unable to move a player (me) because it was running on a listen server.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 25th January, 2009 at 04:07 PM.
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25th January, 2009, 04:14 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
Originally Posted by Azura
The Playerpawn is placed at the same spot as a bot but is immediately sent back to the original location. That needs looking into.
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Yes, that's the problem I had with ClientSetLocation().
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25th January, 2009, 04:18 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Well, if that fixes the problem, all that needs doing is modifying this bit of code and adding some credits.
Feel free to modify the mutator to suit your needs.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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25th January, 2009, 06:03 PM
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Rampage
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Join Date: Jul 2008
Location: Birmingham westmidlands.
Posts: 83
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Edit: It's showing as workiing, thanks.
As to sending players. It's not doing anything mate, i set myself as the desintation "playerdest 1" and i asked someone to come "playersend 3" and it said that the player was sent but infact nothing happened.
:/
__________________
My NEW ip is : 217.163.31.110:7777, i've terminated my old one.
If you don't try then how do you know?
Last edited by 0wn m3 pl0x : 25th January, 2009 at 06:07 PM.
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25th January, 2009, 06:12 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
AdminMovePlayer 0.2
Changes:
* Doesn't require admin login; relies on user defined password instead
* Only one command required (instead of three)
* Uses SetLocation() to move the player (instead of ClientSetLocation())
* Changed package name
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Download: here
Last edited by adminthis : 25th January, 2009 at 06:18 PM.
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25th January, 2009, 06:36 PM
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Rampage
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Join Date: Jul 2008
Location: Birmingham westmidlands.
Posts: 83
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downloaded now mate, thanks. Testing.
Ok i restarted the server after uploading and then i booted (added it to the mutators list in asc) and nothing happened.
No words or anything..
Is there a command to see if it's even working? :/
__________________
My NEW ip is : 217.163.31.110:7777, i've terminated my old one.
If you don't try then how do you know?
Last edited by 0wn m3 pl0x : 25th January, 2009 at 06:47 PM.
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25th January, 2009, 06:55 PM
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Godlike
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Join Date: Apr 2007
Posts: 416
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Quote:
Originally Posted by 0wn m3 pl0x
Is there a command to see if it's even working? :/
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Check your server log. I'm 99.9% sure it will read:
Quote:
[AdminMovePlayer 0.2]: NO PASSWORD SET! Mutator disabled.
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Refer to Readme.txt for more information
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25th January, 2009, 08:12 PM
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Rampage
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Join Date: Jul 2008
Location: Birmingham westmidlands.
Posts: 83
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Don't worry i set it up wrong haha, jantu tried it on a home server and worked fine, showing him what i did so we can fix.
Thanks admin it works!!
__________________
My NEW ip is : 217.163.31.110:7777, i've terminated my old one.
If you don't try then how do you know?
Last edited by 0wn m3 pl0x : 25th January, 2009 at 08:34 PM.
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25th January, 2009, 10:40 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Nice work adminthis. The password means that other players can use it. Hopefully, it'll replace that private mutator nicely .
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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26th January, 2009, 08:12 PM
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Rampage
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Join Date: Jul 2008
Location: Birmingham westmidlands.
Posts: 83
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Yep, it's cool. Just need a nice easy to remember and yet hard to guess password. haha
__________________
My NEW ip is : 217.163.31.110:7777, i've terminated my old one.
If you don't try then how do you know?
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26th January, 2009, 08:34 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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10th February, 2009, 03:43 PM
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Holy Shit!!
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Join Date: Apr 2006
Posts: 524
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Just download the i4games training mutator.You can make certain spawning points . Every player can set them themselfs i believe!
__________________
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10th February, 2009, 06:39 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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I don't know what the i4games mutator does (I know about the persistent translocator). In this case, it encourages teamwork. The furthest you can go is where the leading player is. It also allows those players in difficulty to attempt to reach the end of a map.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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10th February, 2009, 07:09 PM
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Holy Shit!!
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Join Date: Apr 2006
Posts: 524
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The training mod allows you do spawn at a point that you set.Lets say you have difficulties to do some part of a map then you make a spawn point before the part.So you can start that part over and over again as many times as you want.
__________________
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10th February, 2009, 09:22 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Hmm, it might be interesting to add an option to that mutator so Spawn points only activate when someone reaches touches them.
P.S: Some interesting stuff has been produced for i4games. The mod that places teleporters through a web database is particularly impressive.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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