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Netspeed = 10000 if < 5000

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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HeadShot
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Posts: 228
Joined: Wed Nov 21, 2007 4:30 pm

Netspeed = 10000 if < 5000

Post by HeadShot »

Hello, well I've ran into some issues with people joining and their netspeed being like 2600 for example, they complained about lag and I helped them fix it. Is it possible to force a client's netspeed to 10,000 if it is below 5000 on entry or while in the server already.

EDIT: If it was possible to check what their netspeed was set to and the issue would be getting a forced command on them, Uprotect could be used as a agent I suppose?
Last edited by HeadShot on Wed Jun 25, 2008 6:33 am, edited 1 time in total.
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TCP_Wolf
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Re: Netspeed = 10000 if < 5000

Post by TCP_Wolf »

I have coded a mod that does the OPPOSITE in the past... it's quite primitive, feel free to modify it to your needs or reuse the parts you need:

http://wolf.tcpclan.net/projects/Unreal/MUCLC.html

However, it would probably be better if players corrected their settings themselves, so education instead of setting force is to be preferred. 2600 sounds like the "modem" setting and naturally, anyone who does indeed use a modem -may- actually get more lag if the netspeed is set too high for the client... I do assume you are not talking about "real modem players" though.
-=]HONESTY PAYS[=-
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HeadShot
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Joined: Wed Nov 21, 2007 4:30 pm

Re: Netspeed = 10000 if < 5000

Post by HeadShot »

Nah, this guy was set to 2600 and had 1mb up&down

I'm going to forget doing this, I'll just explain it to people and make a thread in my forums. Could anyone by chance know of a good admin only chat mod, I mean a really simple one, not built into a security mod or anything unless it's UProtect ( I have that already ).
Last edited by HeadShot on Wed Jun 25, 2008 7:11 pm, edited 1 time in total.
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HeadShot
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Re: Netspeed = 10000 if < 5000

Post by HeadShot »

Okay well I got a friend to help me with this code and I thought about it and thought, maybe it can work for netspeed too? I know this code is very wrong, but can someone help me with it? It should set btoggleaim to true using the generic client spawner already, thats what I got help with, and I know my addition of
(pp).Netspeed = 10000;
is a failure.

Code: Select all

class TogAim expands Actor;

var            config bool                        bToggleAim;

simulated function postbeginplay()

{

local playerpawn pp;            //Access this variable after my code
local HUD h;

foreach allactors (class'HUD', h)

      {
      if (playerpawn(h.owner) != none)
      {pp = playerpawn(h.owner); break;}
      INFIL_Player(pp).bToggleAim = true;
      (pp).Netspeed = 10000;
      }
            
      }
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[]KAOS[]Casey
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Location: over there

Re: Netspeed = 10000 if < 5000

Post by []KAOS[]Casey »

you have to use consolecommand("netspeed 10000")


also, i dont really recommend doing that at all.. I HATE it when servers set my netspeed...

like zombies. It sets mine to 5000, even though i go in servers that require well over 20,000...
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Zombie
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Re: Netspeed = 10000 if < 5000

Post by Zombie »

When your netspeed is changed on the DZ server it should only be temporary until after you leave. At least for me it always works that way since the change always occurs after possessing the server playerpawn. The DZ server regulates clients down because 224-226 servers are not always able to 'initially' regulate connection speeds down on their own according to server TcpNetDriver settings. Besides, the reason for the regulation is to give each client an even slice of limited server bandwidth so that all connections are smooth. I think that's more fair.


-Zombie
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Age
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Joined: Sat Dec 29, 2007 5:25 pm

Re: Netspeed = 10000 if < 5000

Post by Age »

you have to use consolecommand("netspeed 10000")


also, i dont really recommend doing that at all.. I HATE it when servers set my netspeed...

like zombies. It sets mine to 5000, even though i go in servers that require well over 20,000...
Keep your user and unreal.ini read-only. Problem is solved when you restart unreal.
Last edited by Age on Sat Jun 28, 2008 8:28 am, edited 1 time in total.

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