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Posts posted by Agent
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I like cookies.
omg I'm getting fat! D:Also, I didn't know that's where it popped up from; thanks for clarifying.
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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;
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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).
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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.
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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.
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I can't seem to reproduce this what-so-ever, but I'm currently reworking databases.
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Updated! Removed a bunch of old code and bug fixes.
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I endorse this.
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It's already Beta 4 compatible. -points to change log-
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Updated! This took longer than a week or two due to continued updates to RCON.
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It should be included in today's patch. If anything's missing, I can get you appropriate information.
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Yeah, I have a working beta 4 version that I'll release closer to the beta 4 release.
Will it be similar to the first one so I won't have to worry about code changes on my end.
Since I made that post, all of the logging features have actually been integrated with Beta 4's RCON, using its log format conventions, which don't come close to resembling this mutator's format. As such, I no longer plan to continue support for this mutator.
Woooooooooooooops, meant 3.How do you get this to work then. There's no instructions with the download.
My bad, I'll do a better job about that next time. Since it'll be incompatible with Beta 4, I discourage wasting your time on it, though I'll certainly help ya out with it if you still want to.
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I actually asked this while working on a mutator, prior to applying as a dev.
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Ultimately I figured out that PlayerReplicationInfo.Kills isn't used by RenX at all, most likely due to PlayerReplicationInfo.Kills not being replicated.
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This is impressive.
Edit: You should work on the Wiki.
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Yeah, I have a working beta 4 version that I'll release closer to the beta 4 release.
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Woooooooooooooops, meant 3.
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Updated! Another update (for Beta 4) should be out within the next week or two.
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Currently supported game version(s): Open Beta 3
This mutator adds some extensions to RCON primarily to enhance Jupiter's ability to log game events. Specifically, this mutator adds the following:
- Tracking for player score, credits, ping, and character.
- Logging for buildings/defenses killing players.
- Logging for vehicle purchases/spawns.
- Logging for mine placements.
- Logging for weapon grants/purchases.
- Commands for team-changing and refunding credits.
Attached in the .zip is both the mutator and the source thereof.
*Upcoming (1.1)*
Fixed a bug involving vehicle seats.
Support for Open Beta 4 added.
Simplified some code.
*1.0*
Initial Release
- Tracking for player score, credits, ping, and character.
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Is there any intended difference between Rx_PRI.RenTotalKills and PlayerReplicationInfo.Kills?
Edit: I noticed that Rx_PRI.RenTotalKills includes suicides. Is this intended?
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Updated! There's now a local ban system built into RenX.Core which can be disabled in the config; RCON bans can also be disabled via config. A bot-side moderator system is also provided through RenX.ModSystem, and access levels/aliases can be adjusted in RenXGameCommands.ini.
Sorry to hear about ur dad, glad he's on the mend tho.Also, thanks for the bot
Yeah, he's back on his regular treatments now and seems to be responding well.
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Y'all still exist? This week's just been full of surprises!
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Thanks, I appreciate the reply!
Also: Updated (See change log in first post for details)! I was going to upload this a couple days ago, but actually reset my local copy by accident by about a month and had to redo a fair bit of what I had changed.
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Updated! Some bug fixes and feature additions.
Personal update:
I haven't been able to dedicate nearly as much time to maintaining this as I had previously due to my father having a stroke; a huge part of my schedule has been carved out to help take care of his needs, as well as manage a business that suddenly got thrown at me while he was incapable of speaking and bedridden. He's faring far better now, and since I'm no longer busy 24/7 (I actually have time to sleep now! ), I plan to put some time back into this project again.
Came back to see how this game was doing
in Renegade X
Posted
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.
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.