For direct access use https://forums.oldunreal.com
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

Reload Map On Death [Request]

This Board was made to give Unreal projects a home- if you need a place to discuss about your mods, campains, to offer your projects for download, to seek members for it.
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Reload Map On Death [Request]

Post by ti.teg.tnod.I »

I was wondering if someone could either make or assist me in making a mod that (on coop) reloads the map on death or loads the state everyone was in when the map was initially loaded.

Thanks :)

Edit:

Okay this is an outline of what I want!

I want the mod to restart the current map on a player death forcing the players to work together (Of course there will often be administrators online to prevent lamers). I would like the mod to retain the inventory and frags that the players had from the start of the level (But if this is not possible / easy don't worry about it).

That's pretty much it, nothing fancy just changes the feel of the game a little bit. I plan on getting on VOIP and chatting it up with 6-8 friends while playing on this server and I want cooperation to be a big deal in this server. I think I'll also recover some of my old mods (Lost after a hard drive wipe, ran dd on the wrong drive -.-) if I can (Because I think I gave a couple to a friend of mine), which are improved upon versions of the current Unreal monsters (Making them 2x-10x more challenging), and a couple weapons I designed.

I also intend on using the Gemdagger mod with this, though I've noticed a few months ago that I can't allow users to purchase ammo through the mod (At least on the version posted on hypernl.tk), is there a version of the aura pack that has a gemdagger which supports this?

Thank you all for your support.
Last edited by ti.teg.tnod.I on Sat Nov 20, 2010 5:07 pm, edited 1 time in total.
Pravin

Re: Reload Map On Death [Request]

Post by Pravin »

Actually, Jackrabbit has already made a gametype that does something like this (and it's pretty damn fun at that!). I'll tell him about this thread and maybe he'll share it. ;)

Ok apparently he saw this thread and told me on MSN the following...
jackrabb!t says (8:58 PM):
*WOW fu[ch61454]ck that guy
*not responding
:/
Last edited by Pravin on Thu Nov 18, 2010 5:04 am, edited 1 time in total.
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

Actually, Jackrabbit has already made a gametype that does something like this (and it's pretty damn fun at that!). I'll tell him about this thread and maybe he'll share it. ;)
Okay thank you! I would prefer to stay with JCoopz though so hopefully he's willing to share some UScript to accomplish this :).

Edit: Noticed xCoop open-source, also noticed xCoop isn't bad. What's up with his attitude? Does xCoop have this feature?
Last edited by ti.teg.tnod.I on Thu Nov 18, 2010 5:23 am, edited 1 time in total.
Pravin

Re: Reload Map On Death [Request]

Post by Pravin »

Actually, Jackrabbit has already made a gametype that does something like this (and it's pretty damn fun at that!). I'll tell him about this thread and maybe he'll share it. ;)
Okay thank you! I would prefer to stay with JCoopz though so hopefully he's willing to share some UScript to accomplish this :).

Edit: Noticed xCoop open-source, also noticed xCoop isn't bad. What's up with his attitude? Does xCoop have this feature?
xCoop's open source but doesn't have this feature. I mentioned the topic to jackrabbit, but he seemed offended by 'jcoopz' and made that remark.
Jâçkrâßßit

Re: Reload Map On Death [Request]

Post by Jâçkrâßßit »

that is correct. As a server owner and a modder, I could never understand how jCoopZ could be the ideal gametype for something such as this.

Making a mutator like this for JCoopZ would require you to be able to look at the source of the gametype and as you may or may not know, JCoopZ is a closed source gametype which makes this near impossible without asking Zombie to do it himself.

Unfortunatly, XCoop is probably not the ideal gametype to do this on either, because it will soon be considered abandonware by the new open source gametype for unreal that is 90% complete by Pcube here. That will have to wait until February or something. I would recommend you start a brand new gametype instead which subclasses "unrealshare.coopgame". If I find the time to start working on it, I'll let you know here. Converting my old XCoop code to non-xcoop code might be tough considering all the functions I can use to my advantage in xcoop. It might be best just to wait for this new gametype to be released.

-Jackrabbit (lol Like you didn't know it was by me)
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

that is correct.  As a server owner and a modder, I could never understand how jCoopZ could be the ideal gametype for something such as this. 

Making a mutator like this for JCoopZ would require you to be able to look at the source of the gametype and as you may or may not know, JCoopZ is a closed source gametype which makes this near impossible without asking Zombie to do it himself. 

Unfortunatly, XCoop is probably not the ideal gametype to do this on either, because it will soon be considered abandonware by the new open source gametype for unreal that is 90% complete by Pcube here.  That will have to wait until February or something.  I would recommend you start a brand new gametype instead which subclasses "unrealshare.coopgame".  If I find the time to start working on it, I'll let you know here.  Converting my old XCoop code to non-xcoop code might be tough considering all the functions I can use to my advantage in xcoop.  It might be best just to wait for this new gametype to be released.

-Jackrabbit (lol Like you didn't know it was by me)
Hmm well I'm not too fond of waiting so in the meantime lets discuss alternatives.

Is there nothing called when a player dies that would be easy to modify? Like if not in JCoopz because it's closed-source, could I just find what's called on death in xcoop and make it so instead of giving the player the option to respawn with a click or whatever just make it reload the current loaded map?

Also, I think I'll ask Zombie about this because I do like JCoopz and I also support open-source, all my experiences with Zombie have been good and he's been more than happy to help me with any mod I've needed in the past.

Thanks for the info.
User avatar
Zombie
Administrator
Posts: 322
Joined: Thu May 09, 2002 11:44 pm

Re: Reload Map On Death [Request]

Post by Zombie »

It should be possible now to accomplish this on a 227 server (JCoopZ or not) with a GameRules mutator. If Jackrabbit is interested in another method using GameRules then much of that existing work could be adapted for those with their own private/custom/future gametype preference.

On a 224/225/226 server running JCoopZ this would be tricky, namely because I have not opened up enhanced mutator capability with a JCoopZ version of UT/GameRules features for those patches. I suppose it depends on what happens with what is left of 225 server administration. :-/


-Zombie
Jâçkrâßßit

Re: Reload Map On Death [Request]

Post by Jâçkrâßßit »

Yeah, I forgot to mention this other option (GameRules). I haven't worked with it myself, so its no surprise that I forgot totally about it. You must remember though, If I transfer my code and to GameRules, your server will only be able to accept 227 clients only and nothing else. I am willing to give it a shot, only if you are willing to make your server "227 only". Honestly, I wouldn't want to do it myself, but I cannot stop others.
User avatar
.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Reload Map On Death [Request]

Post by .:..: »

Yeah, I forgot to mention this other option (GameRules).  I haven't worked with it myself, so its no surprise that I forgot totally about it.  You must remember though, If I transfer my code and to GameRules, your server will only  be able to accept 227 clients only and nothing else.  I am willing to give it a shot, only if you are willing to make your server "227 only".  Honestly, I wouldn't want to do it myself, but I cannot stop others.
Not quite true. If you make that mod serverside only, clients won't "care" about if the mod uses GameRules or not.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

Yeah, I forgot to mention this other option (GameRules).  I haven't worked with it myself, so its no surprise that I forgot totally about it.  You must remember though, If I transfer my code and to GameRules, your server will only  be able to accept 227 clients only and nothing else.  I am willing to give it a shot, only if you are willing to make your server "227 only".  Honestly, I wouldn't want to do it myself, but I cannot stop others.
I don't care either way, I like 227f, I'd rather everyone be able to play on it though.

@Dots/Zombie/Jackrabbit: So is this gonna be difficult? I'll try to run UnrealED under Wine...I don't have a Windows partition to try to make the mod on though :/.

Thanks for the help and I would really appreciate it if someone would help make the mod :).

Edit: Could someone please do this if it wouldn't be too much trouble? I see a function that looks like it's called on pawn death. Could someone just throw in an if statement checking to see if it's a player and reload the current map? Running UnrealEd under Wine is horrendous!
Last edited by ti.teg.tnod.I on Sat Nov 20, 2010 2:33 am, edited 1 time in total.
Jâçkrâßßit

Re: Reload Map On Death [Request]

Post by Jâçkrâßßit »

Okay, I went ahead and made the damn thing but of course 227's SHIT editor crashes everytime it try and compile the crappity smack|ING THING.  Too bad, looks like I'm never again using 227 Editor to compile any of my mods.  I might give ucc a shot still though.

EDIT:
Okay, I compiled using UCC and the code doesn't work. I really don't care at this point.

Code: Select all

class UnrealSurvival expands CoopGame;

function PreBeginPlay()
{
  local GameRules G;
  
    G = Spawn(class'USGR');
      if( Level.Game.GameRules==None )
            Level.Game.GameRules = G;
      else Level.Game.GameRules.AddRules(G);
}

Code: Select all

ss USGR expands GameRules;

function NotifyKilled( Pawn Killed, Pawn Killer, name DamageType )
{
  local String URL;
  
    super.NotifyKilled(Killed, Killer, DamageType);

    if(Killed.isA('PlayerPawn'))
    {
       log("Someone Got Killed, Restarting...");
        URL=self.getUrlMap();
        Level.Game.SendPlayer(PlayerPawn(Killed), URL);
    }
}
Last edited by Jâçkrâßßit on Sat Nov 20, 2010 9:09 pm, edited 1 time in total.
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

Okay, I went ahead and made the damn thing but of course 227's SHIT editor crashes everytime it try and compile the crappity smack|ING THING.  Too bad, looks like I'm never again using 227 Editor to compile any of my mods.  I might give ucc a shot still though.

EDIT:
Okay, I compiled using UCC and the code doesn't work.  I really don't care at this point. 

Code: Select all

class UnrealSurvival expands CoopGame;

function PreBeginPlay()
{
  local GameRules G;
  
    G = Spawn(class'USGR');
      if( Level.Game.GameRules==None )
            Level.Game.GameRules = G;
      else Level.Game.GameRules.AddRules(G);
}

Code: Select all

ss USGR expands GameRules;

function NotifyKilled( Pawn Killed, Pawn Killer, name DamageType )
{
  local String URL;
  
    super.NotifyKilled(Killed, Killer, DamageType);

    if(Killed.isA('PlayerPawn'))
    {
       log("Someone Got Killed, Restarting...");
        URL=self.getUrlMap();
        Level.Game.SendPlayer(PlayerPawn(Killed), URL);
    }
}
Thanks for the attempt :). Anyone feel like finishing it?
User avatar
.:..:
OldUnreal Member
Posts: 1637
Joined: Tue Aug 16, 2005 4:35 am

Re: Reload Map On Death [Request]

Post by .:..: »

Code: Select all

class UnrealSurvival extends Mutator;

function PreBeginPlay()
{
      local GameRules G;

      G = Spawn(class'USGR');
      if( Level.Game.GameRules==None )
            Level.Game.GameRules = G;
      else Level.Game.GameRules.AddRules(G);
      Destroy();
}

Code: Select all

class USGR extends GameRules;

function NotifyKilled( Pawn Killed, Pawn Killer, name DamageType )
{
      local Pawn P;

      if(Killed.isA('PlayerPawn'))
      {
            for( P=Level.PawnList; P!=None; P=P.nextPawn )
                  if( P.bIsPlayer && P!=Killed && PlayerPawn(P)!=None && P.Health>0 && !P.PlayerReplicationInfo.bIsSpectator )
                        return;
            Level.ServerTravel("?restart",false);
      }
}
function bool CanRestartPlayer( PlayerPawn Other )
{
      if( Other.Health
Last edited by .:..: on Sun Nov 21, 2010 10:07 am, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

Code: Select all

class UnrealSurvival extends Mutator;

function PreBeginPlay()
{
      local GameRules G;

      G = Spawn(class'USGR');
      if( Level.Game.GameRules==None )
            Level.Game.GameRules = G;
      else Level.Game.GameRules.AddRules(G);
      Destroy();
}

Code: Select all

class USGR extends GameRules;

function NotifyKilled( Pawn Killed, Pawn Killer, name DamageType )
{
      local Pawn P;

      if(Killed.isA('PlayerPawn'))
      {
            for( P=Level.PawnList; P!=None; P=P.nextPawn )
                  if( P.bIsPlayer && P!=Killed && PlayerPawn(P)!=None && P.Health>0 && !P.PlayerReplicationInfo.bIsSpectator )
                        return;
            Level.ServerTravel("?restart",false);
      }
}
function bool CanRestartPlayer( PlayerPawn Other )
{
      if( Other.Health
User avatar
Gizzy
OldUnreal Member
Posts: 1468
Joined: Thu Jul 10, 2014 7:13 pm

Re: Reload Map On Death [Request]

Post by Gizzy »

http://www.sendspace.com/file/j57u2m

Mutator is: UnrealSurvival.UnrealSurvival
Enjoy.
Last edited by Gizzy on Mon Nov 22, 2010 12:15 pm, edited 1 time in total.
User avatar
ti.teg.tnod.I
OldUnreal Member
Posts: 11
Joined: Mon May 31, 2010 8:21 am

Re: Reload Map On Death [Request]

Post by ti.teg.tnod.I »

http://www.sendspace.com/file/j57u2m

Mutator is: UnrealSurvival.UnrealSurvival
Enjoy.
Thank you very much, appreciated.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: Reload Map On Death [Request]

Post by Smirftsch »

Okay, I went ahead and made the damn thing but of course 227's SHIT editor crashes everytime it try and compile the crappity smack|ING THING.  Too bad, looks like I'm never again using 227 Editor to compile any of my mods.  I might give ucc a shot still though.

EDIT:
Okay, I compiled using UCC and the code doesn't work.  I really don't care at this point. 
How I missed these "Doesn't matter how many bugs are fixed, this particular problem is sooooo bad that everything is sh1t and I don't want to report it to help getting it fixed but better complain, because if I would have done it all would be better because I never make mistakes but I was to lazy to make it myself because I was already to lazy to even report a bug" posts.
How refreshing.

Edit: it took only a few minutes to catch it, it was caused by recursive errors and happened only- obviously - if there are errors in the code.
Last edited by Smirftsch on Sun Nov 28, 2010 7:08 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
Jâçkrâßßit

Re: Reload Map On Death [Request]

Post by Jâçkrâßßit »

Okay, I went ahead and made the damn thing but of course 227's SHIT editor crashes everytime it try and compile the crappity smack|ING THING.  Too bad, looks like I'm never again using 227 Editor to compile any of my mods.  I might give ucc a shot still though.

EDIT:
Okay, I compiled using UCC and the code doesn't work.  I really don't care at this point. 
How I missed these "Doesn't matter how many bugs are fixed, this particular problem is sooooo bad that everything is sh1t and I don't want to report it to help getting it fixed but better complain, because if I would have done it all would be better because I never make mistakes but I was to lazy to make it myself because I was already to lazy to even report a bug" posts.
How refreshing.

Edit: it took only a few minutes to catch it, it was caused by recursive errors and happened only- obviously - if there are errors in the code.
It must be something with my install then, because everytime I compile with UnrealED 227 *even now* the editor instantly crashes on my system.  I guess I should get the latest update or either revert back to 227f.  Actually, I don't even mind using UCC to compile my code for 227, its actually preferable for me to do that.  I just assumed making this such quick and simple mod would be easy to simply compile in the 227 editor.

I'll get the latest update and let you know if it's fixed or not.  BTW, the reason I didn't report this because it should be completely obvious by the developers that the editor crashes every time you compile.  Apparently, that was not the case though for others.

EDIT:  Okay, I took a closer look at my 227g_41 editor installation and found the cause of the editor crashing every time. 

Code: Select all

Warning: Parsing doshak
Warning: Error: Unexpected '' in Class Redeemer3.doshak, Line 1, 1 Error(s) 

Log: Error in doshak, Line 1: Unexpected '' 

Critical: appError called:
Critical: Bad first pass NestType 0
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: CleanupParse
Critical: FScriptCompiler::PopNest
Critical: FScriptCompiler::CompileStatement
Critical: FirstPass
Critical: TryCompile
Critical: FScriptCompiler::CompileScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: DoScripts
Critical: UEditorEngine::MakeScripts
Critical: UEditorEngine::Exec
Critical: (SCRIPT MAKE)
Critical: WCodeFrame::OnCommand
Critical: WM_HSCROLL
Critical: WWindow::WndProc
Critical: WWindow::StaticProc
Critical: DispatchMessage
Critical: 000B0454 273
Critical: MessagePump
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 11/28/10 16:28:18
of course this HAD to be Age's fault.
Last edited by Jâçkrâßßit on Sun Nov 28, 2010 9:30 pm, edited 1 time in total.
Jâçkrâßßit

Re: Reload Map On Death [Request]

Post by Jâçkrâßßit »

Getting back to topic, I have fully completed a new version of my Old gametype that will work under an exclusive gametype manager developed by []Pcube[]. If you want to check out the latest version of that conversion, then visit the [UDHQ] Secondary Server on the master server list. Its hosted by me.

Return to “Unreal Projects”