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| Peregrine |
How can I get IP to show up... This is what I tried, dunno why it wont work (i guess I have some simple misunderstanding): ipstring = PlayerPawn(Other).GetPlayerNetworkAddress(); PlayerPawn(Other).ClientMessage("Your IP address: "$ipstring); Its not what I'm doing but is the simplest way to ask my question | ||
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| Peregrine |
Seems like the code was right, it just didnt work on non-dedicated server. I really would need to study UT network stuff and replication... But no time, at least that is what I tell myself Thanks for the people who read this and took he time to think how to help me | |||
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Magistrate![]() |
sorry Druid, Unter's out on Business and he's the only real coder around this joint. | |||
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| Peregrine |
I didnt understand that link. He has some issues I guess, and will be back when sorted them out? (just when i really needed him I was about to take on something more ambitious in coding... If someone who knows coding reads this: What would it require to be able to start coding from: class NewGameInfo extends GameInfo config (NewGameInfo) and get working mod? If I extend from GameInfo, it can't be done in mutator I guess. Is there a reference code where this is done or is it even possible? I wouls like to change properties of Prelogin function and apply it to DM and TDM gametypes | |||
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Magistrate![]() |
quote: Yep | |||
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Magistrate![]() |
any luck, Dru? | |||
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| Peregrine |
yes but I would need 5 mins in irc with someone who knows coding unrealscript :/ | |||
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| Emeritus |
Hey Druid, I know it's hard to find a coder. Have you tried looking into the Uscript forums to kinda learn yourself. The only reason I ask is, I had to myself. It's tough to wait on others to answer or help since there are so few coders that are willing to help out. I started learning so that I bBecause, that way I didn't have to depend on anyone elsenor did I have to worry that the coder would make the code do what what I'd like it to. If you need some links to some good sites let me know. | |||
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| Peregrine |
Sure, I have read all the tutorials I have stumbled into. jussi.jarvinen@pp6.inet.fi | |||
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| Peregrine |
hm heres a small example to get ur mod to show up in the modlist ingame : First create a new class of Runemultiplayer , thats what i Suggest , bcause Gameinfo doesnt have all the functions of Runemultiplayer . In my way i call it Legends of Avalon. Then change the basic settings of it like the beacon name and some general things. after that save it down , now u have to write a .int file wich initialises the mod for the modlist attached is my example. After that it should be shown up in the Gamemodlist hope it helps u a bit. LegendsofAvalon.int (203 Bytes, 85 downloads) | |||
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| Peregrine |
Thanks bloodhunter. I had already done the classes under runemultiplayer and teamgame. Now I'm more or less done. The whole package: new command: "mutate stfu #" mutes a player and "mutate talk #" removes mute. admins and semiadmins see IPs and adminstatus of other players on scoreboard scoreboard has MOTD lines like in BMscoreboard If server is full, VIPs still can enter with IP Semiadmin is somewhat customizable to have commands enabled, via semiadmin.ini etc etc etc | |||
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| Peregrine |
published, it works for HOV and 1.00/1 (different compilations) http://www.satullite.net/jussi/BMgameandSemiAdmin.zip | |||
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