Jump to content

Agent

Former Developers
  • Posts

    1271
  • Joined

  • Last visited

Posts posted by Agent

  1. Oh, I forgot to mention in this here.

    The next patch (no ETA) will include a configurable variabled named "StartSpawnTime", which is specified in each crate class. Here are the defaults at the moment (subject to change):

    Money, Refill, Suicide, TimeBomb, Nuke, and Abduction crates are always available.

    Character and Speed crates are available after 2 minutes.

    Spy crates are available after 4 minutes.

    Vehicle and TSVehicle crates are available after 5 minutes.

  2. Agent, would this be the thing that stops the content from downloading? It's in UDKEngine.ini

    ConnectionTimeout=30.0

    Feel free to move this on another topic

    Already aware of that one. At this point, I don't recall if I tried fiddling with that or not, however:

    Even if bumping that variable up increases the timeout threshold, it would not resolve the actual underlying issue that players can timeout during a download.

  3. Yeah, UDK supports two built-in download managers (unless there's more that I haven't noticed/heard of, but I really doubt it).

    The first one, Engine.ChannelDownload, is enabled on every server by default; this transfers files directly from the UDK server to the UDK client. Since this is a direct server -> client transfer, no additional setup is required for this to function. However, ChannelDownload is generally limited in speed (seems there's probably some sort of hard-coded value in UDK, limiting transfers to about 10 KB/s).

    The other is IpDrv.HTTPDownload. With HTTPDownload, the server redirects the client to a server-configured HTTP server to download files. Since the files are transferred from an external server to the client, the only speed limitations are the HTTP server's upload speed, and the client's download speed. This would be a perfect solution for downloads, if not for one elusive bug that I can not seem to narrow down: downloads seem to just stop/fail after 30 seconds. I have not yet found any solution nor work-around for this.

    Regardless, you should be able to anticipate this prompt in the upcoming patch:

    KkO7.png

  4. If you suspect another player of cheating in some fashion, please report the player with the appropriate evidence (recordings, demorec, etc) to the host of the server (in this case, you would register and file a report at www.elitekamikazeteam.com). Server hosts generally report egregiously malicious users to the development team, who can then be banned globally from the game when given sufficient evidence. If you disagree with the administration of a server, you are more than free to join (there's not exactly a shortage) or host and promote another server.

    With that said, I don't personally think the player is/has/was cheating. Regardless, you began verbally assaulting "Fred's", which isn't productive if you're trying to prove or convince other players that "Fred's" cheating. It's far easier to prove that you acted maliciously toward the player, and thus you were muted by the server owner; EKT (as far as I'm aware) allows players to appeal bans/mutes, so I'd like to again direct you to www.elitekamikazeteam.com if you would like them to remove the mute.

    Ever heard of !modrequest or !requestmod?

    Since he's a newer player, he likely hasn't because there's not really any obvious way to know about these server-specific chat commands.

  5. The classes in Rx_purchase system aren't constant.

    var const array >	GDIInfantryClasses;
    var const array >     GDIVehicleClasses;
    var const array >      GDIWeaponClasses;
    var const array >      GDIItemClasses;
    var const array >	NodInfantryClasses;
    var const array >     NodVehicleClasses;
    var const array >      NodWeaponClasses;
    var const array >      NodItemClasses;

  6. Huh, interesting.

    What you *might* be able to do is extend Rx_PurchaseSystem, and override the vehicle classes. For example, if you wanted a HoverMRLS instead of an MRLS:

    class Rx_PurchaseSystem_Mod extends Rx_PurchaseSystem
    
    defaultproperties
    {
    GDIVehicleClasses[2] = class'RenX_Game.TSR_Vehicle_HoverMRLS'
    }

    Then you would replace Rx_PurchaseSystem with Rx_PurchaseSystem_Mod in your mutator. If that works as anticipated, you shouldn't have to do anything else (in fact, this could be made shorter if those class arrays weren't marked as 'const' in Rx_PurchaseSystem).

  7. Yeah...

    Some things are currently hard-coded in and, consequently, don't support localization. When I get time, I'll look into changing some of them.

    Edit: If you want to build a list of things that can't currently be localized, that would be handy for later.

  8. Handepsilon:

    This looks like a compilation-time (i.e: code) error, not run-time.

    BroTranquility:

    The issue may be that you're using a function that I don't *think* exists (GetDefaultObject). The only place that I found any mention of GetDefaultObject is this thread on Epic's forums, where the function is also defined below its usage.

    For convenience, I've copied the relevant function here (though I don't guarantee that it'll work *at all*, since it's not my code):

    final static function object GetDefaultObject(class ObjClass)
    {
    return FindObject(ObjClass.GetPackageName()$".Default__"$ObjClass, ObjClass);
    }

    Edit: Also, you may want to look into overriding CheckReplacement() for changing classes, instead.

×
×
  • Create New...