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  1. #1

    Default Detecting the end of the round and saving some data...

    Hey guys,

    Just wondering if anyone can point me in the right direction with this. I’m writing a little mutator so i can get started learning unreal script properly and I’ve ran into a little stumbling block when trying to detect the end of the round.

    At the moment I’m trying to check the WorldInfo.Game.bGameEnded inside a 1s Timer() function, although I’m pretty sure this won’t work as I’m obviously going to miss it more often than not! Any suggestions how better to deter the game has ended from a mutator?

    Also, when I've detect the end of the round/game, I would like to save out some data, just some vecs and structs, so I can later use them in a custom game type. I know in 2k4 you had DataObjects for such things, but I’m not sure what the ut3 equivalent is, I’ve found the SaveGame object but I’m not all that sure of how to use it, any thoughts or suggestions on this?

    Thanks!

    T

  2. #2

    Default

    Update: I figured out hot to catch the end of the game I got a lot of help from http://utforums.epicgames.com/showth...r+round+%2Aend if anyone is else is having this problem.
    I'm still a bit stuck trying to save out some data, has anyone else found out how yet...? Any suggestions...?

    Cheers,

    T

  3. #3
    Iron Guard
    Join Date
    Oct 2007
    Location
    Netherlands
    Posts
    673

    Default

    Quote Originally Posted by AllyMan View Post
    Update: I figured out hot to catch the end of the game I got a lot of help from http://utforums.epicgames.com/showth...r+round+%2Aend if anyone is else is having this problem.
    I'm still a bit stuck trying to save out some data, has anyone else found out how yet...? Any suggestions...?

    Cheers,

    T
    Did you look at SaveConfig?

  4. #4

    Default

    Thanks for tip, I’m going to look into that and the PerObjectConfig, but it looks like there are no data objects, and possibly no way to save out larger quantities of data, not cool!

    I’ve also had some help on this thread if anyone else is having the same issues, http://forums.beyondunreal.com/showt...=1#post2408968 I may to revert back to 2k4 unless anything else turns up!

    Thanks

    T

  5. #5
    Iron Guard
    Join Date
    Sep 2007
    Location
    Adelaide, South Australia
    Posts
    550

    Default

    At the moment I’m trying to check the WorldInfo.Game.bGameEnded inside a 1s Timer() function, although I’m pretty sure this won’t work as I’m obviously going to miss it more often than not! Any suggestions how better to deter the game has ended from a mutator?
    While it isn't the most elegant approach, I can confirm this works and I have been using this approach in my mutator for quite some time.

    Once bGameEnded has been set, it will stay that way till the next map switch.


 

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