View Full Version : Pushing Skins...Client to Server
08-11-2003, 08:46 PM
Okay, so I read all about pushing skins from server to client. Well, how do I get a skin I use show up on everyone else's game?
08-11-2003, 09:14 PM
Use one that's popular enough that everyone else already has it, then they'll see it.
After everyone got fed up with UT servers pushing tons of skins, and asked for a different approach, Epic went to the trouble of implementing a skin system that didn't require a server push (although it was broken until one of the later patches, which didn't help). As far as I'm concerned they spoiled it by showing people how to force the server push as well.
08-11-2003, 09:35 PM
Okay, so this what my buddy is going through...
ok, i have seen the tutorial on the push models and skins scripting for UT2K3 found here http://unreal.epicgames.com/UT2003/tutorials/push/
however, i have followed it and have negative results. I have also acquired the UMAKE.exe program for simplified compiling as i had no success with DOS prompt in WinXP.
However i am recieving an error when compiling.
Script vs. class name mismatch (XMASHOMERMOD/HOMER)
Error in CMHoverTankTrigger.uc (1): Missing 'Class' definition
Compile aborted due to errors.
Failure - 2 error(s), 0 warning(s)
General protection fault!
I am attempting to compile the christmas homer model i have DLed
the error message is as follows "Missing Class definition."
my .UC file i have created with Notepad reads as follows..
class HOMER extends PlayerRecordClass;
I have also edited the UT2003.ini file to work with the push...
can n e one tell me why this isnt working?
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