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[IMD1]KillRoy
05-07-2005, 06:18 AM
I'm looking for a mutator that will ater the color of the instagib riffle beam to red or blue (teamcolor)

There are some out there but the all, but they include all kind of stuff I dont need, or are custom color beam textures (color111, but this one gives all kinds of errors in the log file of the server)

Maybe someone can make it for me, should not be so much work! (I do not know a thing of scripting, I even watched the 3dbuzz vids on my special edition UT2004 DVD, but did not understand anything of it)

It has to be just a Instagib mutator like the original (copy the script) and alter the textures so that it will choose the normal shockbeam texture for the blue team (the blue/purple one) and the instagib shockbeam texture for the red team (the orange one).

Maybe there is already one out there, but I can't seem to find one, and if someone would be so friendly as to make it for me, I would be very thankfull!!! :rockon:

Professor
05-07-2005, 04:51 PM
Hey KillRoy!,

I got that Color111 mutator and tried it. It did give out a few errors in the log file but not no big bunch of them. It just complained about the following:

Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.ColorSuperShockRifle': Can't resolve package name

It only did this about 6 times and then cleared up. Resolving the package name *always* means that there is something missing from the .int file and I checked it out and sure enough the instagib mutator is identified but the weapon is not so the game has trouble locating the weapon within the package.

I will see if I can add the weapon to the .int file and see if that clears up the log errors. In the mean time exactly what kind of errors were you getting in the log using Color111?. That might help me to further figure out what's wrong.

Cheerz

[IMD1]KillRoy
05-07-2005, 05:07 PM
Hey KillRoy!,

I got that Color111 mutator and tried it. It did give out a few errors in the log file but not no big bunch of them. It just complained about the following:

Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.ColorSuperShockRifle': Can't resolve package name

It only did this about 6 times and then cleared up. Resolving the package name *always* means that there is something missing from the .int file and I checked it out and sure enough the instagib mutator is identified but the weapon is not so the game has trouble locating the weapon within the package.

I will see if I can add the weapon to the .int file and see if that clears up the log errors. In the mean time exactly what kind of errors were you getting in the log using Color111?. That might help me to further figure out what's wrong.

Cheerz


The same error after each mapchange over and over again.

Fixing it would be great! I tryed myself to fix it, but after loading it up in Ued, I did not know where to start or to look, so I closed Ued again... lol :type:

I think I will look into this scripting thing this summer. It all looks difficult, but I think if you get the hang of it, it pretty easy. Just like mapping I guess.. I still remember my first map, It was horrible, but it helped me understand the basics of Unreal mapping... :D

BTW, this mutator is one of the first (if not the first) mutators for UT, if I am correct. It was made for the UT demo originaly.

Professor
05-07-2005, 05:15 PM
KillRoy']The same error... Fixing it would be great! I tryed myself to fix it, but after loading it up in Ued, I did not know where to start or to look, so I closed Ued again... lol :type:

I think I will look into this scripting thing this summer. It all looks difficult, but I think if you get the hang of it, it pretty easy. Just like mapping I guess.. I still remember my first map, It was horrible, but it helped me understand the basics of Unreal mapping... :D
Okay I will look at it. It may be something as simple as just a few extra lines in the Color.int file. I looked at the script and I could tell that the whole thing had been writen in UED because they didn't use #exec directives to import all the new textures. If you do this in UED you don't need those lines if the textures are already loaded in the texture browser and you edit the default properties to use those textures then save the .u file from there. Actually I think this is a harder way to do it though. UED is not the place to develop script!. That should be done using a text editor with line numbering abilities and the script compiled with UCC.exe. That's the easier way IMO but there are people that swear by both ways. It's just a matter of personal choice I think.

Well if you try to learn the script and get stuck let me know and I'll try to help if I can. :)

Edit: Yeah I noticed that in the readme file about it being for the UT demo. That wouldn't be the problem though because the demo was actually a copy of UT version 400 only with a few scripted limitations if I'm not mistaken. Yep when you first start writing code it can be a daunting task and you'll no doubt cause some weird things to happen, crash the game, or the thing not work at all. lol That is the time when you start looking in the log file to see what went wrong and learn from it. :D

Cheerz

Professor
05-07-2005, 06:39 PM
Okay KillRoy I found out what the deal is. It required a recompile of the .u file and since the whole thing had been originally written in the script editor in UED I just used that to do the recompile.

The problem was not in the .int file but something else I've never seen before. It turned out to be this script.

//=============================================================================
// ColorInstaGibDM.
//=============================================================================
class ColorInstaGibDM expands InstaGibDM;

event PreBeginPlay()
{
DefaultWeapon = class'ColorSuperShockRifle';
WeaponString = "ColorSuperShockRifle";
WeaponName = 'ColorSuperShockRifle';
}
Do you see where it says "DefaultWeapon = class'ColorSuperShockRifle';"? and where it says "WeaponString = "ColorSuperShockRifle";"? Those two lines needed to originally be
"DefaultWeapon = class'Color.ColorSuperShockRifle';"
and "WeaponString = "Color.ColorSuperShockRifle";".

See where I just added the word Color then a dot? The word Color is the name of the .u file and in the GameInfo class there is a function that dynamically loads the default weapon using the weapon string and since neither of them specified the package then the errors were caused in the log file. This worked but to avoid confusion with version mismatch errors I changed the name of the color.int and the Color.u file to colorV2.int and ColorV2.u. I also had to make a few other tweaks to get the script to accept the new V2 package name but it works without error now.

However the zipped file is 525kb and is more than 2 times bigger than what I can post in this thread. So if you don't mind please PM me your email address and I'll send it to you. I didn't change any of the other author info or anything else except the name of the file and the part of the script that was causing the error along with a few other spots in the script that depended on the packagename also had to be changed to ColorV2. So we're not making any money with this and we are not taking credit for fixing it and those are the provisions in the readme file so we're legal!. :)

Screw the legal stuff...it's just a game and we want things to work so we can play and have fun is all! not make money....well at least not me anyway. Right? :) I don't care about making money from it or knocking someone out of credit for making something I like you just want it to work! lol

Edit: I forgot to tell you how to install these new files. It's no biggie. You can uninstall the original version that got installed via the umod then just drop the colorV2.int and ColorV2.u files in the system folder(when you get them) then when you start the server look for ColorInstaGibV2 in the mutators list and you'll be set to go. :)

Cheerz

Cobra
05-07-2005, 07:34 PM
:)

http://www.planetunreal.com/modsquad/asp/breviews.asp?194

Professor
05-07-2005, 07:41 PM
:)

http://www.planetunreal.com/modsquad/asp/breviews.asp?194
Hey Christian! :)

You can get that exact same mutator here:

http://www.thegamebox.net/files/Unreal_Tournament/Mutators/color111.zip

and you don't have to go through FilePlanet! :)

This is the one that is making the errors in the log file that I fixed for KillRoy here. :)

Cheerz and say hi to Louise for me! :D

Cobra
05-07-2005, 07:52 PM
Hi Joe. Thank's! I whas trying to help, Louise his saying hi (and a kiss) she is telling me, to say to you to take care. And I hope that every thing is ok for you. Take care Joe :)

[IMD1]KillRoy
05-08-2005, 06:43 AM
Professor check you pm

:)

Professor
05-08-2005, 11:56 AM
KillRoy']Professor check you pm

:)
KillRoy check your email

:)