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Comment History
p3gamer
p3gamer - - 10 comments @ Unreal Learning #7: Game Rules

The if statemensts/logic look fine to me. I found that this mutator works better when there are more than 2 players. Also, I figured out that when the score is tied (ex. 0 to 0), you get 1 point for killing your opponent, but then the new game rules sees that the score is now (1 to 0), so you get penalized for killing first which then makes you the worst player. I believe that creating a class that extends the GameInfo.uc and modifying/overriding the scoreKill() function in that class, will fix the minor issues.

Thanks, I learned a lot from digging into this mutator

Good karma+1 vote
p3gamer
p3gamer - - 10 comments @ Unreal Learning #7: Game Rules

//check if the killer was the worst player => bonus
if(killerId == bestPlayerId)
{
setBonus(killer);
}

Should it be:

"(killerId == worstPlayerId)" since we are rewarding the worst player?

In the GameInfo.uc class, you are awarded 1 point for killing someone no matter what, since this GameRule is applied/called later in the ScoreKill() via the "GameRulesModifiers.ScoreKill(Killer, Other);". So if your malus/penalty is 2, you will actually lose only 1 point. (at least in my case)

Has anyone tried testing this mutator when you have only 2 players? I have been getting strange logical issues. Ex. both players score and deaths = 0, so after the I kill the other player(first kill of the match), I tend to lose points, also it would make sense that one player will be the best player and the other will be the worst most of the time, but at times one player is green or red, and the other player is not.

I am working on modifying the if statements/logic


Good karma+1 vote
p3gamer
p3gamer - - 10 comments @ Unreal Learning #4: Advanced Weapons (part 2) - Material Switching

Thanks again ambershee.

I, unfortunately have another issue.

"Begin Object Name = StaticMeshComponent()"

I must specify valid name for subobject/component.

Is StaticMeshComponent a data type and not a function, similiar to this:
"Begin Object Class=StaticMeshComponent Name=......."


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p3gamer
p3gamer - - 10 comments @ Unreal Learning #6: Post Processing

I updated to patch 1.2, and it still is giving me the same error. I also looked at the code found in the MWLightv100 file and did not see anything I was missing.

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p3gamer
p3gamer - - 10 comments @ Unreal Learning #4: Advanced Weapons (part 2) - Material Switching

Thank you, but I am getting a new error:

"Error, Type mismatch in Call to 'Spawn', parameter 1"

I found that Spawn() can take 5 parameters and that the first parameter is of type class. Here is my code for the SpawnCube function:

local class CubeClass;

CubeClass = class (DynamicLoadObject ("PowerCube.PowerCube", class 'Class'));

Spawn( CubeClass,,,, );

Am I missing something with my class declaration or something else?

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p3gamer
p3gamer - - 10 comments @ UI Tutorial: custom fonts

Thanks for the tutorial.

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p3gamer
p3gamer - - 10 comments @ Unreal Learning #6: Post Processing

I don't think I have patch 1.2 (have not done any updates or downloads) I will check this after work.

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p3gamer
p3gamer - - 10 comments @ Unreal Learning #6: Post Processing

So I tried it again tonight: Two things: After I die and respawn the motion blur remains but I lose the darkness (same as peterpanties above).

But if I quit the match and change levels or game types, I continue to have the motion blur effect even when the mutator is not added (in fact I have no mutators added).

What exactly is PostProcessSettings? How would we reset them? Is it possible these settings are stored at a user or session level and only get cleared/reset when you start a new ut3.exe?

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p3gamer
p3gamer - - 10 comments @ Unreal Learning #6: Post Processing

When I start a new deathmatch game (after already playing a game with this post processing effect), etc. even if I don't add this mutator to the new match, i still get the blur effect(maybe saturation also). I tried looking at the GameRules class but am not sure if I use the GetRules() method or something else. This is the first time(me being a mutator beginner) that I have seen a mutator get embedded into every following deathmatch game(even changed game type, level, etc.). Any ideas? Thanks

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p3gamer
p3gamer - - 10 comments @ Unreal Learning #4: Advanced Weapons (part 2) - Material Switching

I am trying to compile. Getting error: "ChargeRifle.uc<119> Error, Missing '<' in 'array' "
1. I am copying and pasting the code. 2. There is no code on line 119.
3. I have incrementally commented out lines of code and am still getting this error. Any ideas? Can you upload the source files?

Thanks,
new member

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