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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Rocket Maps?
- EduCatOR
- OldUnreal Member
- Posts: 13
- Joined: Wed Jun 17, 2009 4:31 pm
Rocket Maps?
Are there any maps for Unreal that only have rockets? I seem to remember a map that was a large oval arena that had nothing but rockets, though I'm not entirely sure I'm not completely making it up. Could have been for UT as well I guess. Anyways, any maps that have just rockets? Or a healthy heaping of them?
Thanks
Thanks
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Rocket Maps?
IIRC, there is a map in Unreal that goes by the name of DM-Morbias that only has Eightball guns. You could use a simple mutator to replace weapons on other maps if you wish.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Rocket Maps?
Yeah Dm-Morbias is the Rocket arena...it's in Unreal and UT99 too....infact hasn't that map been in every single version of Unreal ever? It's like a famous map 
- EduCatOR
- OldUnreal Member
- Posts: 13
- Joined: Wed Jun 17, 2009 4:31 pm
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Rocket Maps?
Sorry, I was n00b'n out. :P
Wish there were more like it....
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
☆
- DaveAnd
- OldUnreal Member
- Posts: 38
- Joined: Wed Aug 20, 2008 10:19 am
Re: Rocket Maps?
Sorry, I was n00b'n out.
Wish there were more like it....Compile and save as Something.u.Code: Select all
public class WhatTheFu[ch1089]k expands Mutator; function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall")) return false; if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan")) return false; return true; }
Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
I'm new to mods coding - but this small example shows me enough to understand how it works and where to start - cool - thanks!
One question though....(soz this is the wrong place/thread).
Is CheckReplacement a known interface - i.e. how does it get called.??
Thanks..
There are loads of rocket only maps...
Sparky from the DOG clan might be able to list a load for you..
Last edited by DaveAnd on Tue Jun 30, 2009 11:48 am, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Rocket Maps?
Yes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:
However, it would be more logical if it was like this:
Code: Select all
class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon'))
{
ReplaceWith(Other, "UnrealShare.EightBall");
return true;
}
else if (Other.IsA('Ammo'))
{
ReplaceWith(Other, "UnrealShare.RocketCan")
return true;
}
else return true;
return false;
}
- DaveAnd
- OldUnreal Member
- Posts: 38
- Joined: Wed Aug 20, 2008 10:19 am
Re: Rocket Maps?
got you Thanks!Yes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:Code: Select all
class WhatTheFu[ch1089]k expands Mutator; function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if (Other.IsA('Weapon')) { ReplaceWith(Other, "UnrealShare.EightBall"); return true; } else if (Other.IsA('Ammo')) { ReplaceWith(Other, "UnrealShare.RocketCan") return true; } else return true; return false; }
* but with this bit sorted
.
.
.
else return true;
return false;
}
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Rocket Maps?
need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')
or else you'll get some nice infinite looping going on
or else you'll get some nice infinite looping going on
- Smartball
- Global Moderator
- Posts: 241
- Joined: Fri Mar 22, 2002 4:01 am
Re: Rocket Maps?
You also need to be careful of the default weapon :P
Code: Select all
class EightballMut extends Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if( Other.IsA('Weapon') && !Other.IsA('Eightball') && Other.Class != Level.Game.DefaultWeapon )
return !ReplaceWith(other, "UnrealShare.Eightball");
else if( Other.IsA('Ammo') && !Other.IsA('RocketCan') && (Level.Game.DefaultWeapon == None || Other.Class != Level.Game.DefaultWeapon.default.AmmoName) )
return !ReplaceWith(other, "UnrealShare.RocketCan");
else
return Super.CheckReplacement(other, bSuperRelevant);
}
Last edited by Smartball on Tue Jun 30, 2009 6:25 pm, edited 1 time in total.
Of all the things I've lost, I miss my mind the most.
- EduCatOR
- OldUnreal Member
- Posts: 13
- Joined: Wed Jun 17, 2009 4:31 pm
Re: Rocket Maps?
This forum is nice, so friendly...you guys are the shit, always willing to help. Thanks!
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Rocket Maps?
Ooh, Smartball's returns are very interesting and make a lot of sense. Should be documented on the UE Wiki. Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Rocket Maps?
It works identically as my code, but my code is shorter and I'm used to writing mutators like thatYes, AFAIK CheckReplacement is called every time something is spawned.
However, it would be more logical if it was like this:
{code}
Yeah I fail.need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')
or else you'll get some nice infinite looping going on
Code: Select all
public class WhatTheFu[ch1089]k expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if((Other.IsA('Weapon') && !Other.IsA('EightBall')) && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if((Other.IsA('Ammo') && !Other.IsA('RocketCan')) && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Tue Jun 30, 2009 7:09 pm, edited 1 time in total.
☆
- Smartball
- Global Moderator
- Posts: 241
- Joined: Fri Mar 22, 2002 4:01 am
Re: Rocket Maps?
My code contains no path that doesn't return a value, so UCC should have no warnings.Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
Of all the things I've lost, I miss my mind the most.
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Rocket Maps?
Or just use a general-purpose mutator like WMutateSorry, I was n00b'n out. :P
Wish there were more like it....Compile and save as Something.u.Code: Select all
public class WhatTheFu[ch1089]k expands Mutator; function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall")) return false; if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan")) return false; return true; }
Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Rocket Maps?
I believe that some UCC versions complain if there are no standalone return values in return functions.My code contains no path that doesn't return a value, so UCC should have no warnings.
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Rocket Maps?
That statement is false. UCC compilers ONLY give warnings if theres NO return's inside the function, unlike C++ compilers that give errors when not every path returns a value.I believe that some UCC versions complain if there are no standalone return values in return functions.My code contains no path that doesn't return a value, so UCC should have no warnings.
Last edited by .:..: on Wed Jul 01, 2009 9:55 am, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD





