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Topics - LEEFFM

Pages: [1] 2
1
Server Support / adding mods to aa25srv.ini
« on: Saturday, January 28, 2023, 13:04:31 PM »
every time i add my respawnmod to the aa25srv.ini and start the server it deletes my entry. any ideas why? never happened when i would run my server mods before.

*** edit ***
I cant seem to alter the aa25srv.ini in any way, it undoes my changes everytime i start the server.

2
Games & Programming / cant edit files in wotgreal
« on: Friday, April 27, 2018, 13:42:14 PM »
so when i open files in WotGreal and there is a blue [p] next to them, i cannot edit these files they are protected/read only and was wondering if anyone knew how to fix it, I've had this issue before but i don't remember how i fixed it.

I've tried re setting up my UScript compiling environment from scratch but it doesn't fix the issue.

for now im just using notepa++ but would i would rather use WotGreal.
 also i cant seem to compile Engine to add a few missing variables, UMake freezes at "Importing Defaults for xPrivilegeBase"

i never had an issue compiling Engine before, this is the first time i'm working with unrealscript since i moved to windows 10 from windows 7 although i wouldn't think that would be an issue.

3
Games & Programming / AAO285 Launcher
« on: Tuesday, March 06, 2018, 07:04:18 AM »
This Post has been moved to -> http://aa-285.com/forums/viewtopic.php?f=10&t=11&p=18#p18

Download AAO285 Launcher v1.2 here - > http://downloads.fallen-ones.net/AA/aao285.zip

Many more features coming soon!


4
Games & Programming / RespawnMod v1.2 [Release]
« on: Monday, February 15, 2016, 23:03:49 PM »
You can download the RespawnMod v1.2 from http://downloads.fallen-ones.net/AA/25/respawnmod%20v1-2.zip
Features:
- Unlimited Respawn!
- Join Mid-game!
- Automatic Respawn | Credit to Possessed for Automating the Respawn!
- 10 second Spawn Protection/God Mode!

Known Bugs:
- After Respawning SAI(Radar) doesnt work.
- Once in a while you will be stuck in spectator unable to respawn and you have to reconnect to the server or wait till the end of the round to respawn.

Things To Be Added and/or Fixed:
-Fix SAI not working after respawn.
-Fix Ocasionally not being able to respawn.

Assist Sever Name: *** The Fallen Ones | Anti-DDOS | Respawn Server ***

you can email me @ [email protected] with any questions or any bugs you discover that are not already listed here.

NewRespawn.uc:
Code: [Select]
class NewRespawn extends Mutator;

var bool bJoinedLate;

event PreBeginPlay()
{
Level.Game.BaseMutator.AddMutator(self);
Log("This mod is property of The -iVg^ Instant Velocity Gaming Community ",'RespawnMod');
    Log("Original Mod by -{DG}-Crusade (aka 999) Reworked by LEEFFM",'RespawnMod');
Log("LEEFFM's Respawn Mod Is Loaded",'RespawnMod');
    Level.bAllowRespawn = true;
    Level.bUnlimitedRespawn = true;
    Level.bAllowLateJoin = true;
    SetTimer(10.0,True);
}

function respawn (PlayerController aPlayer)
{

    if (aPlayer.StartSpot == none)
    {
        bJoinedLate = true;
        log("Player Joined Late... Atempting to spawn NewPlayer!",'LEEFFM');

        respawn_NewPlayer (aPlayer);
    } else
    {
        respawn_ExsistingPlayer (aPlayer);
    }

}

function respawn_NewPlayer (PlayerController aPlayer)
{
    local array<AGP_PlayerStart> Spots;
    local AGP_PlayerStart StartSpot;
    local class<SoldierClass> sclass ;
local class<Pawn> DefaultPlayerClass;
    local int i ;

    i = 0;

    foreach Level.AllActors(Class'AGP_PlayerStart',StartSpot)
    {
        if (StartSpot.TeamNumber == aPlayer.PlayerReplicationInfo.Team.TeamIndex)
        {
            Spots[i] = StartSpot;
            i++;
        }
    }

    StartSpot = Spots[ Rand(Spots.Length) ];
    aPlayer.StartSpot = StartSpot;
    StartSpot.UsePlayerStart();

    aPlayer.PawnClass = AGP_GameTeamObjective(Level.Game).GetDefaultPlayerClass(aPlayer);

if ( aPlayer.PawnClass != None )
aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,startSpot.Location,startSpot.Rotation);

if( aPlayer.Pawn==None )
{
        DefaultPlayerClass = Level.Game.GetDefaultPlayerClass(aPlayer);
aPlayer.Pawn = Spawn(DefaultPlayerClass,,,startSpot.Location,startSpot.Rotation);
}
if ( aPlayer.Pawn == None )
{
log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
aPlayer.GotoState('Dead');
return;
}
    aPlayer.Pawn.Anchor = StartSpot;
aPlayer.Pawn.LastStartSpot = StartSpot;
aPlayer.Pawn.LastStartTime = Level.TimeSeconds;
aPlayer.PreviousPawnClass = aPlayer.Pawn.Class;

aPlayer.Possess(aPlayer.Pawn);
aPlayer.PawnClass = aPlayer.Pawn.Class;

    aPlayer.Pawn.PlayTeleportEffect(true, true);
aPlayer.ClientSetRotation(aPlayer.Pawn.Rotation);
TriggerEvent( StartSpot.Event, StartSpot, aPlayer.Pawn);
    sclass = StartSpot.SpawnClass;
    HumanController(aPlayer).newTeamClass (sclass) ;
    aPlayer.bGodMode = true;
    aPlayer.ClientMessage("ÿ[RespawnMod] Spawn Protection Active! You Cannot Take Damage!");
}

function respawn_ExsistingPlayer ( PlayerController aPlayer )
{
local NavigationPoint startSpot;
local class<Pawn> DefaultPlayerClass;
    local class<SoldierClass> sclass ;

    startSpot = aPlayer.StartSpot;

    if ( aPlayer.PawnClass != None )
        aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,startSpot.Location,startSpot.Rotation);

    if( aPlayer.Pawn==None )
    {
        DefaultPlayerClass = Level.Game.GetDefaultPlayerClass(aPlayer);
        aPlayer.Pawn = Spawn(DefaultPlayerClass,,,startSpot.Location,startSpot.Rotation);
    }
    if ( aPlayer.Pawn == None )
    {
        log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
        aPlayer.GotoState('Dead');
        return;
    }

    aPlayer.Pawn.Anchor = startSpot;
    aPlayer.Pawn.LastStartSpot = AGP_PlayerStart(startSpot);
    aPlayer.Pawn.LastStartTime = Level.TimeSeconds;
    aPlayer.PreviousPawnClass = aPlayer.Pawn.Class;

    aPlayer.Possess(aPlayer.Pawn);
    aPlayer.PawnClass = aPlayer.Pawn.Class;

    aPlayer.Pawn.PlayTeleportEffect(true, true);
    aPlayer.ClientSetRotation(aPlayer.Pawn.Rotation);
    TriggerEvent( StartSpot.Event, StartSpot, aPlayer.Pawn);
    aPlayer.PlayerReplicationInfo.bDead = false;
    aPlayer.PlayerReplicationInfo.bOnlySpectator = false;
    aPlayer.PlayerReplicationInfo.bOutOfLives = false;
    aPlayer.PlayerReplicationInfo.bIsSpectator = false;
    HumanController(aPlayer).SetStartupStage(STAGE_MatchInProgress);
    AGP_Character(aPlayer.Pawn).GotoState('');
    if (bJoinedLate && Level.Game.IsInState('MatchInProgress'))
    {
        sclass = AGP_PlayerStart(startSpot).SpawnClass;
        HumanController(aPlayer).newTeamClass (sclass) ;
    } else
    {
        bJoinedLate = false;
    }
    aPlayer.bGodMode = true;
    aPlayer.ClientMessage("ÿ[RespawnMod] Spawn Protection Active! You Cannot Take Damage!");

}

function Mutate (string MutateString, PlayerController Sender)
{
    local array<string> Parts ;
    local string Command ;
    local string Option ;

    Split( MutateString, " ", Parts);
    Command = caps(Parts[0]) ;
    Option = caps(Parts[1]) ;

    switch (Command)
    {
        case "endgame":
        AdminEndGame(HumanController(Sender));
        break;
        default:
        HumanController(Sender).ClientMessage("Invalid Mutate Command!");
        break;
    }

}

function AdminEndGame (HumanController HC)
{
    if (HC.PlayerReplicationInfo.bAdmin)
    {
        privateset("AGP_GameMultiPlayer bMPCheatsEnabled 1");
        HC.ConsoleCommand("Mpcheat silent endgame");
        privateset("AGP_GameMultiPlayer bMPCheatsEnabled 0");
    }
}

event Timer()
{
local PlayerController PC;

foreach Level.DynamicActors(Class'PlayerController',PC)
    {
if (PC != None)
{
if (Level.Game.IsInState('MatchInProgress'))
{
if(PC.PlayerReplicationInfo != None)
{
if (PC.PlayerReplicationInfo.bDead || PC.PlayerReplicationInfo.bOnlySpectator || PC.PlayerReplicationInfo.bIsSpectator)
{

                        if (PC.StartSpot != none)
                        {
                            PC.Pawn.Destroy();
                            PC.UnPossess();
                            respawn(PC);
                            PC.PlayerReplicationInfo.bDead = false;
                            PC.PlayerReplicationInfo.bOutOfLives = false;
                            PC.PlayerReplicationInfo.bIsSpectator = false;
                        } else
                        {
                            if (HumanController(PC).bLatecomer)
                            {
                                HumanController(PC).bLatecomer = false;
                                HumanController(PC).NotifyAdminMessage ("You Joined the Server late!, You will be Automatically assigned a team and be Spawned into game!");
                            } else
                            {

                                if (Level.Game.GameReplicationInfo.Teams[0].Size == Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,0);
                                } else if (Level.Game.GameReplicationInfo.Teams[0].Size < Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,0);
                                } else if (Level.Game.GameReplicationInfo.Teams[0].Size > Level.Game.GameReplicationInfo.Teams[1].Size)
                                {
                                    ChangeTeam(PC,1);
                                }
                                    respawn(PC);
                                    PC.PlayerReplicationInfo.bDead = false;
                                    PC.PlayerReplicationInfo.bOutOfLives = false;
                                    PC.PlayerReplicationInfo.bIsSpectator = false;
                            }
                        }
} else if (PC.bGodMode)
                    {
                        PC.bGodMode = false;
                        PC.ClientMessage("ÿ[RespawnMod] Spawn Protection Is No Longer Active!");
                    }
}
}
}
}
}

function ChangeTeam (PlayerController C, int Team)
{
    local int OldTeam;
    local int NewTeam;

    if (Team < 2)
    {
        OldTeam = C.PlayerReplicationInfo.Team.TeamIndex ;
        NewTeam = Team;
    } else
    {
        return;
    }

    if (C.PlayerReplicationInfo.Team.TeamIndex == NewTeam)
    {
        return;
    }

    C.StartSpot= none;

    if (C.PlayerReplicationInfo.Team != None)
    {
        HumanController(C).PlayerReplicationInfo.Team.RemoveFromTeam(C);
        HumanController(C).RequestChangeTeam(NewTeam);
    }

    if (Level.Game.GameReplicationInfo.Teams[NewTeam].AddToTeam(C))
    {
    }
}

5
Games & Programming / Respawn For AA2.5
« on: Wednesday, February 10, 2016, 12:55:47 PM »
i have made a Respawn gamemode mod for AA2.5!

Tested on LAN seems to work great.

- Unlimited Respawn
- 1v1 Respawn
- Auto Respawn 5 seconds after death.
- SpawnProtection for 10 seconds after respawn. (cant be killed)

If Assist added this mod all you would need to do is edit the server.ini (aa25srv.ini) and add:
Code: [Select]
[Engine.Engine]
DefaultServerGame=Assist_GamePlay.AGP_GameTeamObjectiveRespawn

Code: [Select]
[Engine.GameEngine]
ServerActors=Assist_GamePlay.Respawn_Main

AGP_GameTeamObjectiveRespawn.uc:
Code: [Select]
class AGP_GameTeamObjectiveRespawn extends AGP_GameTeamObjective;

state MatchInProgress
{
    function CheckScore(PlayerReplicationInfo Scorer)
    {
        super(AGP_GameDeathMatch).CheckScore(Scorer); // allows respawn
    }
}

Respawn_HumanController.uc:
Code: [Select]
class Respawn_HumanController extends HumanController;

var Respawn_main RM;

event PreBeginPlay ()
{
    super.PreBeginPlay();
    RM=Spawn(Class'Respawn_Main');
    Level.bAllowRespawn = true;
}

state Dead
{
    function BeginState()
    {
        super.BeginState();
        Level.bAllowRespawn = false;
        RM.settimer(5,false);
    }

}

Respawn_main.uc:
Code: [Select]
class Respawn_Main extends Mutator;

var array<AGP_PlayerStart> Spots;

event PreBeginPlay()
{
Level.Game.BaseMutator.AddMutator(self);
    Level.Game.PlayerControllerClassName="Assist_GamePlay.Respawn_HumanController";
    Log("Original Mod by -{DG}-Crusade Modified by BnA.^ LEEFFM",'RespawnMod');
Log("Respawn_Main Loaded",'RespawnMod');
    Level.bAllowRespawn = true;
}

function respawn(PlayerController Sender)
{
local AGP_PlayerStart StartSpot;
local byte i;

i = 0;

foreach Level.AllActors(Class'AGP_PlayerStart',StartSpot)
{
if (StartSpot.TeamNumber == Sender.PlayerReplicationInfo.Team.TeamIndex)
{
Spots[i] = StartSpot;
i++;
}
}

StartSpot = Spots[ Rand(Spots.Length) ];

        if ( (Sender.PlayerReplicationInfo.bDead && Level.bAllowRespawn) || (Sender.PlayerReplicationInfo.bOnlySpectator) && Level.bAllowRespawn )
        {
            Sender.Pawn.Destroy();
            Sender.Pawn = Spawn(Sender.PawnClass,,,StartSpot.Location,StartSpot.Rotation);
            Sender.PlayerReplicationInfo.bOnlySpectator = false;
            Sender.Possess(Sender.Pawn);
            Sender.PawnClass = Sender.Pawn.Class;
            Sender.ClientSetRotation(Sender.Pawn.Rotation);
            if(Sender.Pawn.Class != None)
            {
                Sender.PlayerReplicationInfo.bDead = false;
                Sender.PlayerReplicationInfo.bOutOfLives = false;
                Sender.PlayerReplicationInfo.bIsSpectator = false;
                HumanController(Sender).SetStartupStage(1);
                Sender.bGodMode = True;
                settimer(10,false);
                enable('Tick');
            }
        }
}

function Timer()
{
    local PlayerController PC;

    foreach Level.AllActors(Class'PlayerController',PC)
    {
        if (PC.PlayerReplicationInfo.bDead)
        {
            Level.bAllowRespawn = true;
            respawn(PC);
        }else if (PC.bGodMode)
        {
            PC.bGodMode = false;
        }
    }
}

6
Games & Programming / how to port m16 thirdperson mesh to udk
« on: Wednesday, December 16, 2015, 23:50:07 PM »
I am making my own weapons class in UDK and want to use the AA2 M16 thirdperson mesh,  the AA2 M16 mesh is already in my 3ds max 2016 already but when i export to fbx and import to UDK it shows up, but its blue and gray squares, does anyone know how i can get the skin to show up?



Update: Never mind i got it lol

7
Games & Programming / UltimateMod v1.1 Release!
« on: Tuesday, January 20, 2015, 19:01:06 PM »
ReadMe.txt:
Code: [Select]
Ulitimate Mod Readme!

Commands:

Type 'mutate clist' for a list of Commands!

Type 'mutate rules' for a list of Server Rules!

Type 'mutate class [WeaponsClass]' to pick a weapon!

Classes Are: M,M4,M16,R,G,GP,AK,PSO,AK74SU,PSO,SF,S,SPR,SVD,S24,MOS,AR,RPK,RPG,AT4,BDM,D,BREACHER,B,SHOTTY,SHOTGUN

Type 'mutate thirdperson' for ThirdPerson View!

Type 'mutate firstperson' for FirstPerson View!

Admin Commands:

Type 'mutate allowrockets 1' to allow Rockets, Type 'mutate allowrockets 2' to not allow Rockets!

Type 'mutate allowrifles 1' to allow Rifles, Type 'mutate allowrifles 2' to not allow Rifles!

Type 'mutate allow203' to allow Grenade Launchers, Type 'mutate allow203 2' to not allow Grenade Launchers!

Type 'mutate allowmgs 1' to allow Machine Guns, Type 'mutate alowmgs 2' to not allow Machine Guns!

Type 'mutate allowsnipers 1' to allow Snipers, Type 'mutate allowsnipers 2' to not allow Snipers!

Type 'mutate allowgrenades 1' to allow Grenades, Type 'mutate allowgrenades 2' to not allow Grenades!

Type 'mutate allownvg 1' to allow Night Vision, Type 'mutate allownvg 2' to not allow Night Vision!

Type 'mutate objectives 1' to allow Objectives, Type 'mutate objectives 2' to not allow Objectives!

Type 'mutate riflesonly 1' for Rifle's Only, Type 'mutate riflesonly 2' to turn Rifle's only off!

"Type 'mutate mgsonly 1' for Machine Gun's Only, Type 'mutate mgsonly 2' to turn Machine Gun's only off!

Type 'mutate snipersonly 1' for Sniper's Only, Type 'mutate snipersonly 2' to turn Sniper's only off!

Type 'mutate shottyonly 1' for Shotgun's Only, Type 'mutate shottyonly 2' to turn Shotgun's only off!

Type 'mutate m9only 1' for M9's Only, Type 'mutate m9only 2' to turn M9's only off!

Type 'playerlist' for a list of players!

Type 'mutate kill [PlayerID]' to Kill a Player for violations of Rules!

Type 'mutate jail [PlayerID]' to Send a Player to Leavenworth for violations of Rules!

Type 'mutate roekick [PlayerID]' to Send a Player to Mout Shoot House for Excessive ROE!

Type 'mutate nadekick [PlayerID]' to Send a Player to Us Weapons for Nading Firendly's!

Type 'mutate restart' to notify Restarting Server!





How To Use Mod:

Open aa25srv.ini

under [Engine.GameEngine]

add line: ServerActors=UltimateMod.ultimatemod

Save aa25srv.ini

Open aa25.ini

change hackhunter=1 to hackhunter=0 otherwise the thirdperson command will not function properly.

save aa25.ini

Edit UltimateMod.ini

Start server and have fun!

UltimateMod.ini:
Code: [Select]
[UltimateMod.ultimatemod]
; You Must Restart Server For Changes To Take Effect!
; Please Report Bugs to LEEFFM at http://aao25.com/forum/games-programming/ultimatemod-v1-0/ Or send a PM!

;Makes Everyone A Medic
bEveryoneIsMedic=true

; -------------------------------------------------------------------------

; Settings
bAllowRifles=true
AllowMgs=true
bAllowSnipers=true
bAllow203=true
bAllowRockets=true
bNVG=true
bObjectives=true
bAllowGrenades=true
bAllowIGPlayerForceClass=true

; -------------------------------------------------------------------------

;Force Weapon Type
bRiflesOnly=false
bMgsOnly=false
bSnipersOnly=false
bShottyOnly=false
bM9Only=false

; -------------------------------------------------------------------------

; Default Settings
; Set this to false before changing anything else true or false
bDefaultSettings=true

; Default Settings
;      Are
; bAllow203 = true bAllowGrenades = true
; bAllowRifles = true bAllowRockets = true
; bAllowSnipers = true bEveryoneIsMedic = true
; bForceclass = true bNVG = true
; bLogoAdder = true bObjectives = true
; bRiflesOnly = false bShottyOnly = false
; bM9Only = false bSinpersOnly = false
; bMgsOnly = false bWeaponsForcer = false
; bNormal = false bAllowIGPlayerForceClass = true

; ------------------------------------------------------------------------

; Play Without being able to Forceclass Your Own Weapon
bNormal=false

; ------------------------------------------------------------------------

; Weapons Forcer
bWeaponsForcer=false
Option_Forceclass=d

; Classes Are
; M,M4,M16,R,G,GP,AK,PSO,AK74SU,PSO,SF,S,SPR,SVD,S24,MOS,AR,RPK
;      RPG,AT4,BDM,D,BREACHER,B,SHOTTY,SHOTGUN

; -----------------------------------------------------------------------

; Logo Adder
;true is on , false is off
bLogoAdder=true

Logo=1
PlayerName=-iL^LEEFFM

Logo=4
PlayerName=Ba.^LifeSavR

Logo=4
PlayerName=Ba.^DSpAwN

Logo=2
PlayerName=.neXus[4thK!nd]

Logo=2
PlayerName=Bak!ngsoDa

Logo=2
PlayerName=HeatSeeker

Logo=4
PlayerName=Ba.^SiNGLe

Logo=4
PlayerName=Ba.^Silent_Ninja

;logo groups
;1=group_dev Ba.^ Dev's
;2=group_army_dev Ba.^ Friends/Testers
;3=group_homelan
;4=group_beta Ba.^ Members
;5=group_army_active
;6=group_army_reserve
;7=group_supercomputer
;8=group_army
;9=group_navy
;10=group_airforce
;11=group_marine
;12=group_army_retired
;13= sf
;22= pb

UltimateMod.uc:
http://pastebin.com/3gfN8nS2

Download UltimateMod v1.1  at:
http://downloads.fallen-ones.net/AA/25/ultimatemod_v1-1.zip

Visit The Fallen Ones Discord: https://discord.gg/QSMf2C3

8
Feedback & Suggestions / Adding TOURNAMENT to the assist server command line
« on: Tuesday, January 20, 2015, 16:44:49 PM »
So it seems that you can no longer do
Code: [Select]
./server-bin TOURNAMENT pipeline to start a server in tournament mode I was wondering if it could be added so that a server can be started in Tournament mode the first time so when restarting servers you don't have to go in and start tournament mode every time. and possibly also add it as a option in the Assist Server Manager?

9
Server Support / Tournament Mode
« on: Sunday, January 18, 2015, 12:39:17 PM »
I was wondering if anyone could tell me how to startup my server in Tournament Mode for scrims?
 I tried editing RunServer.bat:
Code: [Select]
server.exe TOURNAMENT Pipeline.aao log=aa25srv.log ini=aa25srv.ini
I did not see an option for it in the assist server manager.

10
Games & Programming / exec function
« on: Wednesday, December 10, 2014, 03:51:47 AM »
I was wondering if anyone knew how i can set up a working exec function i have "exec function jail (int PlayerID) " its supposed to send people to Leavenworth but i type "jail 1" in the console and i get unrecognized command. i can use function jail (int PlayerID) in UltimateMod but id rather make it its own command instead of using mutate.

UPDATE:

ok this is what ive got but it does not work

testmod.uc:
Code: [Select]
class testmod extends HumanController;

exec function Jail(Int PlayerID) {

    if (PlayerReplicationInfo.PlayerID == PlayerID) {

        Level.Game.BroadcastHandler.Broadcast (None,""$PlayerReplicationInfo.PlayerName$" was Court Marshalled by an Admin for Violation(s) of Server Rules!") ;
        ClientTravel ("Leavenworth",TRAVEL_Absolute,false) ;

    }

}

main.uc:
Code: [Select]
class main extends AGP_GameInfo;

defaultproperties
{
    PlayerControllerClassName = "TestMod.testmod"
}

TestMod.int:
Code: [Select]
[Public]
Object=(Name=TestMod.main,Class=Class,MetaClass=AGP.AGP_GameInfo) 

UPDATE:

I have also tried this.

main.uc:
Code: [Select]
class main extends Mutator;

event PreBeginPlay()
{
 
    Super.PreBeginPlay();

    class'AGP_GameInfo'.default.PlayerControllerClassName = "TestMod.testmod";

    Destroy();
}

I have also tried changing "TestMod.testmod" to "testmod"     .

with this I got rid of the int file and used the same tesmod.uc

anyone got any ideas, how did assist add a afc command? anything similar?

11
Games & Programming / UltimateMod v1.0
« on: Friday, December 05, 2014, 01:51:36 AM »
Code Located At http://pastebin.com/WDFYBxAL

when I pasted it some areas where tabbed even though they are not tabbed in the document just makes it look messier lol.

This is the Ultimate Mod ive been working on not done yet still have plans for it.

as of now the client commands are:
everyone is a medic there is no command it is forced.

mutate thirdperson - Sets Behindview On

mutate firstperson - Sets Behindview Off

mutate [class] - Forces You A Weapon While Alive
classes are: AR,RPK,R,AK,G,GP,M,SF,AK74SU,PSO,MOS,SVD,S24,S,SPR,V,RPG,AT4,M9
mutate shotty - Forces You A Shotgun While Alive

current admin commands consist of:
all client commands

mutate allowrifles 1|2 - 1 Rifles Are Allowed | 2 Rifles Are Not Allowed

mutate allowmgs 1|2 - 1 Machine Guns Are Allowed | 2 Machine Guns Are Not Allowed

mutate allowsnipers 1|2 - 1 Snipers Are Allowed | 2 Snipers Are Not Allowed

mutate nvg 1|2 - 1 Night Vision Goggles Are Allowed | 2 Night Vision Goggles Are Not Allowed
 
mutate allowrockets 1|2 - 1 Rockets Are Allowed | 2 Rockets Are Not Allowed

(Shotgun and M9 are always allowed!)

mutate riflesonly 1|2 - 1 Rifles Only On | 2 Rifles Only Off

mutate mgsonly 1|2 - 1 Machine Guns Only On | 2 Machine Guns Only Off

mutate snipersonly 1|2 - 1 Snipers Only On | 2 Snipers Only Off

mutate shottyonly 1|2 - 1 Shotty Only On | 2 Shotty Only Off

mutate m9only 1|2 - 1 M9 Only On | M9 Rifles Only Off

mutate kill [PlayerID] - kills player "PlayerName has Killed Himself" displays reason as "PlayerName has been killed by an Admin for Violation(s) of Server Rules!" people disobeying rules don't kick or ban unless you have to stop their rule breaking in its tracks.

mutate jail [PlayerID] - sends player to Leavenworth with reason "PlayerName was Court Marshaled for Violation(s) of Server Rules!" the same person(s) still disobeying rules and not listening to admins send them to jail.

mutate addadmin [PlayerID] - temporarily adds admin Note: this does not edit your ini files you must still add admins in manually but for temporary use this command

mutate restart - spams console command "admin say SERVER IS RESTARTING!!!" so people know when your manually restarting your server.

mutate rules - shows server rules.

mutate clist - shows a list of commands

The Compiled Mod Is Located at http://www.megafileupload.com/en/file/585196/UltimateMod-u.html
you must remove the [Megafileupload] from the name of the file to use it.

place the file in your servers system folder.
under [Engine.GameEngine]
add line: ServerActors=UltimateMod.ultimatemod

hackhunter must = 0 for mutate thirdperson or your screen will shake and it will kick you back to firstperson. hackhunter being disabled disables tracking but mod servers are not tracked anyways. hackhunter is where all warning you see in game are that make your screen shake.

12
Games & Programming / bug in weapons forcer aka PickASniper
« on: Wednesday, November 12, 2014, 21:04:51 PM »
ok so my PickASniper mod is pretty much  crusades weapon forcer -{DG}-Crusade19 but with snipers :P I typed it out by hand because that a good way to learn what's really going on in the code to get the result.
so this mod works for the most part the problem ive been trying to solve is the first time I "say sniper [class]" it does not work but it works every time after that, I have it set so when you join the server you get ClassSniper and when your use the "say sniper [class]" the first time you still get ClassSniper I can change what weapon you get but I want it to work every time.

could someone look at the code and help me further understand what I can to fix the error? It appears to be a bug that crusade never fixed in his mod which makes it a little harder to understand what im trying to learn.

PickASniper.uc - http://pastebin.com/Hg8eeheq
MVHandler.uc - http://pastebin.com/04VUYppy

13
Games & Programming / Umake error
« on: Friday, November 07, 2014, 18:02:51 PM »
I'm trying to compile "pickasniper.uc" I keep getting error:
Error in PickASniper.uc (27): 'AGP_Pawn': Bad command or expression
line 27:
Code: [Select]
AGP_Pawn (Other).EmptyInventory () ;how do I fix this?

14
Games & Programming / how to make a console command
« on: Monday, November 03, 2014, 20:15:07 PM »
ok i found this
Code: [Select]
Level.Game.BroadcastHandler.Broadcast(None,"иб^mutate mapvote [mapname]");
Level.Game.BroadcastHandler.Broadcast(None,"иб^To switch map type in console");
this shows me how to change the text in the console but i want to know is how to make or register the console command "mutate mapchage [mapname]" or "mapchange [mapname]" etc.

15
Games & Programming / UScript Compiling Problom
« on: Saturday, November 01, 2014, 12:21:11 PM »
So in the Compiling's folder there is a -{DG}-Crusade10 it compiles just fine in the compiling's folder, I wanted to move it to my runtime folder so I if I edited I could save it separate from the original and so I could rename it to RespawnMod because that's what it is. I can successfully compile it as RespawnMod.u in the compiling folder it came in but if I copy and paste the RespawnMod  folder and try to compile the original in the runtime folder I get this error: Error in dgcrusade.uc (77): Unrecognized member 'SetStartupStage' in class 'HumanController' I was just wondering if anyone knew what could be causing the error I assume there might be something missing from my runtime folder if it compiles in the compiling's folder it came in just fine. What do you guys think?

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