How to use functions:
native(1722) final function bool CanReachPoint( vector Start, vector End, float ColRadius, float ColHeight, float JumpZ, float XYSpeed );
native(1708) final iterator function AllDownloaders( out NetConnection Connect, out string File, out int Sent, out int TotalSz );
native(1707) final iterator function AllConnections( out NetConnection Connect );
And other new native functions??
Didn't found any of examples or help.
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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
[227e] Some help
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Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
[227e] Some help
Last edited by Age on Thu Jul 24, 2008 3:09 pm, edited 1 time in total.
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[]KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: [227e] Some help
check engine.gameinfo for the connections functions usage.
CanReachPoint is just like a trace, except made mostly for a pawn's navigation, XYSpeed = groundspeed for most purposes
CanReachPoint is just like a trace, except made mostly for a pawn's navigation, XYSpeed = groundspeed for most purposes
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Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
Re: [227e] Some help
It seems that NetCon is native and you need to use Level functions to use them.
Last edited by Chaos13 on Sat Aug 02, 2008 10:27 am, edited 1 time in total.
Skydev = Chaos13 = Dimension4
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Pravin
Re: [227e] Some help
Hmm, I made a download reporter for use with my gametype, that takes advantage of the AllDownloads iterator. Here's a code snippet:
Basically, this function gets called repeatedly, updating the class's downloader list. Sorry for the rude comments in the source, bad habit. 
Hope this helps.
Code: Select all
Function bool Update()
{
// Returning
local int DLerListIndex; // Used to increment through the arrays
local String ConnectionNameList[6]; // List of connections to be 'returned'
local String FileNameList[6]; // " " filenames
local Byte PercentageList[6]; // " " Percentages
// Iteration
local int Sent,TotalSize; // Bytes sent out of total bytes
local int Iteration; // Drives for loop
local NetConnection Connection; // The connection being evaluated
local string FileName; // Name of the file being sent
local string PlayerName; // Name of the connection's player
local string tempName; // Temp name to link arrays
local string ConData; // The options this connection entered with
local bool bDownloaders; // Because HasDownloaders SUCKS!!
local int conState;
// Handle idiocy
If( myReporter == None )
return False;
DLerListIndex = 0;
Foreach Level.AllConnections(connection)
{
If( Connection.Actor == None )
{
bDownloaders = True;
ConData = Level.GetConOpts(Connection);
ConnectionNameList[DLerListIndex] = ParseOption(ConData,"Name");
If( ConnectionNameList[DLerListIndex] == "" )
Continue; // Ignore ASSHOLES WHO STOPPED DOWNLOADING...
FileNameList[DLerListIndex] = "N/A";
PercentageList[DLerListIndex] = 0;
DLerListIndex++;
}
}
if( bDownloaders )
Foreach Level.AllDownloaders( Connection, Filename, Sent, TotalSize )
{
ConData = Level.GetConOpts(Connection);
tempName = ParseOption(ConData,"Name");
For( Iteration = 0; Iteration < DLerListIndex; Iteration++ )
{
// Attempt to find the correct connection without an actor
If( TempName == ConnectionNameList[Iteration] )
{
// Found it
FileNameList[Iteration] = FileName;
PercentageList[Iteration] = Byte(100*(Float( Sent )/Float( TotalSize )) );
break;
}
}
}
// Update the info
myReporter.UpdateDownloaderList( ConnectionNameList, FileNameList,
PercentageList, DLerListIndex );
return True;
}Hope this helps.