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227 idea (Wrong forum?)

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KillerSkaarj
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227 idea (Wrong forum?)

Post by KillerSkaarj »

I searched through the thread that listed the new features of 227, and I've also looked through the Botmatch menu ingame, and noticed that something that would potentially be extremely helpful is horribly missing.

NOTE: If this feature is already in 227, then l0x (lock) pl0x.

Well, today I wanted to test my weapon mutator in Deathmatch. Unfortunately, simply typing "open dmdeck16?mutator=smini.sminimut2m" did not make the game a deathmatch game. I had to type *deep breath* "Open dmdeck16?game=UnrealShare.Deathmatchgame?mutator=smini.sminimutsm". Like, wow. I know I could just set a bind, but would newer players know how to do that?

My idea is that whilst starting a new botmatch/server, have an option in "Configure game" to add any mutator to the game by simply having a line labeled "Mutator" where you could hit enter and type the full name of the mutator (Think of how you set your playername, but with a mutator). Or you could have an option labeled "Mutators," and when you select it, it shows a list of spaces (i.e. Mutator1, Mutator2, Mutator3, etc.) where you can type the names of mutators you want. Sound familiar? It should, it's similar to the way DZMapM (or was it JcoopZ? I can't remember) works, except you won't need to open up the Advanced options, wait for the game to minimize, then go clicking through plus signs to finally get there, then typing in the mutators.

If this is already a feature in 227f, or it's already a feature in 227e and I'm just stupid, then tell me and l0x the thread. If not, then you guys should consider doing something like this. It must be embarrassing having an engine stronger than UT but without a simple easy-to-add-mutators interface.
Last edited by KillerSkaarj on Mon Mar 02, 2009 5:38 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: 227 idea (Wrong forum?)

Post by []KAOS[]Casey »

the button is there in umenu console jsut like UT

make smini.int in your system folder

put in

Code: Select all

Object=(Name=smini.sminimut2m,Class=Class,MetaClass=Engine.Mutator,Description="This does whatever, replace this lolomg")
???
profit
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KillerSkaarj
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Re: 227 idea (Wrong forum?)

Post by KillerSkaarj »

the button is there in umenu console jsut like UT
Wait, really? Where?
Last edited by KillerSkaarj on Mon Mar 02, 2009 6:47 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: 227 idea (Wrong forum?)

Post by []KAOS[]Casey »

[img]http://www.klankaos.com/mutator.jpg[/img]
Last edited by []KAOS[]Casey on Mon Mar 02, 2009 6:50 pm, edited 1 time in total.
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KillerSkaarj
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Re: 227 idea (Wrong forum?)

Post by KillerSkaarj »

Wait, that's not the menu I'm using... I'm using the big vertical one that uses the arrow keys to navigate. I didn't know you could use the UWindows one. How do I switch to that one?

Oh yeah, and I was wondering why that "Unreal: Oldunreal Edition" was in the game but seemingly never used. Maybe it's because I have that damn vertical menu thing.
Last edited by KillerSkaarj on Mon Mar 02, 2009 6:56 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: 227 idea (Wrong forum?)

Post by []KAOS[]Casey »

preferences>drivers>console > umenu browser console > restart unreal
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KillerSkaarj
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Re: 227 idea (Wrong forum?)

Post by KillerSkaarj »

Ah, thanks. Sorry for wasting your time, you're a big help.

I feel like an Unreal newbie.
Last edited by KillerSkaarj on Mon Mar 02, 2009 7:01 pm, edited 1 time in total.
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GreatEmerald
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Re: 227 idea (Wrong forum?)

Post by GreatEmerald »

Do you really have to make your own INT file? Doesn't UCC support DumpInt commandlets?
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[]KAOS[]Casey
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Re: 227 idea (Wrong forum?)

Post by []KAOS[]Casey »

It does have dumpint, I dont know if it supports that, but being unlazy and knowing how to do it is more awesome
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.:..:
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Re: 227 idea (Wrong forum?)

Post by .:..: »

I wrote that DumpInt code and yes it writes that for mutators. However you should add in description for the mutator in scripts (in FIRST line of the UC file):

Code: Select all

/*Description=My Mutator,Does something awesome.*/
Class MyMutator extends Mutator;
...
That tells it to give mutator class those descriptions (and in UMenu anything before "," is mutator name and after comes description about the mutator).
Same thing goes for GameInfo classes.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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GreatEmerald
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Re: 227 idea (Wrong forum?)

Post by GreatEmerald »

Why comments? Shouldn't it read DefaultProperties and search for Description? I know there's no Description field in the Mutator class, but that could be a nice addition, for example, a new class 227Mutator. Though it wouldn't have backwards compatibility, hmm...
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Bane
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Re: 227 idea (Wrong forum?)

Post by Bane »

Why comments? Shouldn't it read DefaultProperties and search for Description? I know there's no Description field in the Mutator class, but that could be a nice addition, for example, a new class 227Mutator. Though it wouldn't have backwards compatibility, hmm...
I think you just answered your own question. Searching comments really isn't that unusual. Javadoc and Doxygen create HTML help files by going through source code and reading the comments for each function (No, not for UScript)
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KillerSkaarj
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Re: 227 idea (Wrong forum?)

Post by KillerSkaarj »

Ah, interesting. I'mma try that some day.
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.:..:
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Re: 227 idea (Wrong forum?)

Post by .:..: »

Even UT3 adds in variable description for all variables that has comments line right after variable declaration (which can be read in Editor as tool-tip when holding mouse over the propery).
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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GreatEmerald
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Re: 227 idea (Wrong forum?)

Post by GreatEmerald »

Yea, that's how Unreal Engine Wiki form their UE* pages too. And that could actually explain why you can comment out a block comment end :)

Code: Select all

/* Will you get any errors?
// Yeap, unexpected end of file. */
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: 227 idea (Wrong forum?)

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Yea, that's how Unreal Engine Wiki form their UE* pages too. And that could actually explain why you can comment out a block comment end :)

Code: Select all

/* Will you get any errors?
// Yeap, unexpected end of file. */
So it should be like this:

Code: Select all

/* Will you get any errors?
// Yeap, unexpected end of file. */
LOL
? :)
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GreatEmerald
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Re: 227 idea (Wrong forum?)

Post by GreatEmerald »

Indeed, I think that would work :)
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