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  1. #1
    Iron Guard
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    Default Multi Adrenalin Combo's - Disabling separately

    My problem is a simple one.. i have several Adren combo's in one package, i want to make it so a server Admin can pick the ones they want to use.. the code below was taken from the bonus pack combo's in which 2 combo's are included with the ability to disable either, i thought this was all i would need to do mine... wrong.. the bonus combo's don't work correctly, both combo's work but you cannot disable them, you can set them to disable and they still work..

    i looked at the bonus packs combos and tryed to work out what was wrong, i worked out there where both missing a bool = yes statement, the colours in the lines below show the places iv tried it..

    when i added the green line, it kinda works, but this either allows or disallows both of these combo's.. which is kinda pointless having the mutator added then i changed it to DisableCombos to show here because that's pretty much what it does.

    the other two red parts are for the separate combos, i know the code works, cus it worked at the green section.. but i guess its just either in the wrong place, or i need to do something else to get in to work.

    both combo's work, and where ever i place those lines both combo's will work weather there values are set to true or false

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (bDisableCombos == true)
            if ( xPlayer(Other) != None )
    	{
    
                    for ( i=0; i<16; i++ )
    		{
                            if (bAllowCombo1 == true)
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    
                    for ( i=0; i<16; i++ )
    		{       
                            if (bAllowCombo2 == true)
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    		}
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    	}
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    im fairly new to coding so am having a bit of trouble, any help with what im doing wrong would be helpful.. or a referance to another mutator that does a similar thing so i can look at it

    thanks
    //=========
    // ~NightMan
    //=========

  2. #2
    Marrow Fiend
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    Default

    I'm fairly new too. But I can say what's missing.
    When you write an IF statement, only the line after it will be filtered. In this case, the system works like this:
    Program reaches this: if (bDisableCombos == true)
    Looks that bDisableCombos is true. What to do? Don't process anything else in that line. OK, move on to if ( xPlayer(Other) != None ). It's not none, so process these lines. Yay, we have adrenaline combos here, enable them.

    What to do so it doesn't look only to that line? Add a symbol "{" just after the IF statement end and a symbol "}" where you want it to start processing again. So your code should look like:

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (bDisableCombos == true) {
            if ( xPlayer(Other) != None )
    	{
    
                    for ( i=0; i<16; i++ )
    		{
                            if (bAllowCombo1 == true) {
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    		}
                    for ( i=0; i<16; i++ )
    		{       
                            if (bAllowCombo2 == true) {
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    		}
    		}
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    	}
    	}
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    Also, a few helpful hints: if you have a Boolean, there's no need to write "if bool = true", you can just write "if bool". If you want false, write "if !(bool)" (or "if (!bool)", don't remember now ). Also if you see that there's a line "if ( xPlayer(Other) != None )" and you want to just add another conditional, you can write it like "if (( xPlayer(Other) != None ) && (bDisableCombos))". && means AND, || means OR.
    Last edited by GreatEmerald; 07-04-2008 at 06:13 AM.

  3. #3
    Iron Guard
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    ah ty very much Emerald, was a combination of two things.. the bool {} as you said, and the fact each combo needed its own

    Code:
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    section after it, which also needed to be in its bool {} too, i simplified it to one combo for testing, so far it worked fine, going to try later to add the second, just hope it works online everything i make seems to work in instant action but not online!

    thanks again and thanks for the mini lesson ^^
    //=========
    // ~NightMan
    //=========

  4. #4
    Marrow Fiend
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    Default

    No problem And for working online, hmm, some things I create won't work there too Sometimes they need special info in PostNetBeginPlay Function, sometimes not...

  5. #5
    MSgt. Shooter Person
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    Quote Originally Posted by GreatEmerald View Post
    No problem And for working online, hmm, some things I create won't work there too Sometimes they need special info in PostNetBeginPlay Function, sometimes not...
    Start learning about replication to get your muts working online.
    http://ovgyclan.com

    My Muts-
    Revival Combo, Loaded Shock Rifle
    Dont help others because others have helped you,help others because its the right thing to do!!!

  6. #6
    Marrow Fiend
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    Aww. I'd better read about StaticMeshes :P

  7. #7
    Iron Guard
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    hmm not quite working..

    iv rearanged the code many times and not got it working quite right.. im sooo close tho. atm my best version is..

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    
              
             if (( xPlayer(Other) != None ) && (bAllowCombo2))
                {
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    	     	}
    
    
            	for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    
               }  }
    
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    this way
    both set to true = both work! = good
    both set to false = both don't work! = good
    combo 1 on, combo 2 off = combo 1 works, combo 2 doesn't = good
    combo 2 on, combo 1 off = Neither work! NOT good!

    im guessing.. combo 1 been turned off, is overlapping into combo 2, so even if it says combo 2 = true, it wont get that far because combo 1 = false..

    i also tried the {} thing with the bool's as you said it kinda reads the code only if it sees a true, that code (mini version) below in case i missed somthing..

    Code:
      if (bAllowCombo1)
            {
           if ( xPlayer(Other) != None )
    	{
                for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
              }
    that compiled fine and had the same effect as the first code above, all works except for trying to use 2nd combo and disabling first..

    i tried been smart and putting in this

    Code:
             if (( bAllowCombo1 != true ) || (bAllowCombo1))
             if (bAllowCombo2)
            {
             if ( xPlayer(Other) != None )
    and just as i thought it didn't do a thing im guessing.. that once the code hits the =false, it doesn't read any more code at all in that section.. so i need a way to make them separate..

    ummm off topic but i guess the above code could of been written like this?

    Code:
    if (( bAllowCombo1 != true ) || (bAllowCombo1) && (bAllowCombo2))
    
    /me re-reads and edits...
    
    or even this!
    
    if (( xPlayer(Other) != None ) && ( bAllowCombo1 != true ) || (bAllowCombo1) && (bAllowCombo2))
    just wondering


    btw.. the way i tryed after Emerald's first suggests,

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if ( xPlayer(Other) != None )
    	{
    
                    if (bAllowCombo1 == true) 
    {
                    for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    
                    for ( i=0; i<32; i++ )
    		
                    	if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    }
    
                    if (bAllowCombo2 == true) 
    {
                    for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    
    		}
    		for ( i=0; i<32; i++ )
    		
                    	if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    }     
             }
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    its works for 1 combo on/off, but when with 2 you either have all off, or all on.. was a start.. my way add's "if ( xPlayer(Other) != None )" on the second combo part.. thought it might seperate them out.. it did a little...

    soo the problem i have now i think.. is that the code is hitting the false on first combo, and not checking the second combo.. possible ? or no? im just trying to work out by guessing anyone know a way around this? seems such a simple thing
    Last edited by NightMan; 07-04-2008 at 04:18 PM.
    //=========
    // ~NightMan
    //=========

  8. #8
    Marrow Fiend
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    Uhh it's very simple, your first code would work if all { and } were correct. Get an editor like PSPad (and set UC files to be handled as Java) and you will see where statements end and when not (select a symbol { and it will highlight it's end symbol }). In the first code before "if (( xPlayer(Other) != None ) && (bAllowCombo2))" you need another }, after the first for ( i=0; i<32; i++ ) you need {. At least I think so.

  9. #9
    Iron Guard
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    erg

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if ( xPlayer(Other) != None )
    	 {
                    for ( i=0; i<16; i++ )
    		{
                            if (bAllowCombo1 == true)
               {
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
               }
    		}
                    for ( i=0; i<16; i++ )
    		{
                            if (bAllowCombo2 == true) 
               {
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
               }
    		}
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    	 }
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    i thought i got em all in the right places.. if i try to add the

    Code:
    for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    on each the { }'s don't line up well.. ima keep trying.. see if i can figure it out that way, ty for your help
    //=========
    // ~NightMan
    //=========

  10. #10
    Marrow Fiend
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    Hmm, looks good in your first code. *shrugs*

  11. #11
    MSgt. Shooter Person
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    This piece of code from post #7 looks correct, but your { and } aren't placed correctly, check out the comments I placed:

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{ // Here you open the { for the if statement
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    	// And here you forgot the } for the if statement
    
              
             if (( xPlayer(Other) != None ) && (bAllowCombo2))
                {
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    	     	}
    
    
            	for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    
               }  }  // Instead of closing it above, you close it here
    
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    It should be

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    	}
    
              
             if (( xPlayer(Other) != None ) && (bAllowCombo2))
                {
                  for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    	     	}
    
    
            	for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    
               }
    
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    I hope this helps

  12. #12
    Iron Guard
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    Thx but that doesn't work either , its gets to same place as iv got with the other attempts, if combo 1 is disabled, then combo 2 is also. /me sighs

    in the one you posted, you put the combo2 allow end after

    Code:
            	for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    that, that piece of code only appears once, so i guess both combo's will use it.. however setting the bool } above it like the } in combo 1 makes them both work unless both are disabled

    i even tried making 2 of that code section, duplicated if after the combo1, and had it within the bool, so each had one, i even did the same bool on both sections, the original combo bit on its own new section.. no effect ty for your comments tho.. im learning.. just not quick enough
    //=========
    // ~NightMan
    //=========

  13. #13
    MSgt. Shooter Person
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    Try this then?

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{
    		for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    
    
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    	}
    
              
    	if (( xPlayer(Other) != None ) && (bAllowCombo2))
    	{
    		for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    	     	}
    
    
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    
    	}
    
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    Just copy/paste it, if this doesn't work, then I don'tk now what's wrong
    Another thing to try is to put logs between, it'll output text to your log, type showlog in the console to open it, you use it like:
    log("text here");

  14. #14
    Iron Guard
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    no luck, that's what i tried to do in that last little paragraph in last post, that code makes both combo's work regardless of what settings there on (unless both off in which case it they don't work), as for the logs.. they seem to work how they should be.. if combo 1 is on, "combo 1" log appears when the match starts, if 1 is off, is doesnt appear. which is the same with 2, activated it appears, not activated it doesn't, if both are activated they both appear, if neither then neither log's appear.. to me that means it should work.. the log's appear when they should.. but if 1 combo is activated, then the other is too... iv run out of idea's.. ty for your help tho, it is appreciated
    //=========
    // ~NightMan
    //=========

  15. #15
    Iron Guard
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    the only other thing i could think of was to try this..

    Code:
    function bool IsRelevant(Actor Other, out byte bSuperRelevant)
    {
    	local int i;
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{
                    log("combo 1");
    		for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo1" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo1";
    				break;
    			}
    		}
    	}
    
            if (( xPlayer(Other) != None ) && (bAllowCombo1))
    	{
                    log("combo 1 part2");
            	for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    	}
    
              
    	if (( xPlayer(Other) != None ) && (bAllowCombo2))
    	{
                    log("combo 2");
    		for ( i=0; i<16; i++ )
    		{
    			if ( xPlayer(Other).ComboNameList[i] ~= "MutNightMan.Combo2" )
    				break;
    			else if ( xPlayer(Other).ComboNameList[i] == "" )
    			{
    				xPlayer(Other).ComboNameList[i] = "MutNightMan.Combo2";
    				break;
    			}
    	     	}
            }
    	if (( xPlayer(Other) != None ) && (bAllowCombo2))
            {
                    log("combo 2 part 2");
    		for ( i=0; i<32; i++ )
    			if ( NotifyPlayer[i] == None )
    			{
    				NotifyPlayer[i] = xPlayer(Other);
    				SetTimer(0.5, false);
    				break;
    			}
    
    	}
    
    	if ( NextMutator != None )
    		return NextMutator.IsRelevant(Other, bSuperRelevant);
    	else
    		return true;
    }
    result?? same as last post logs appear when they should.. but both combos allways work unless both turned off..
    //=========
    // ~NightMan
    //=========

  16. #16
    Iron Guard
    Join Date
    Jun 2008
    Location
    at computer
    Posts
    514

    Default

    soz for tripple post.. but keep thinking of things

    there is a second pat of code in same class for the combos.. normal this..

    Code:
            for ( i=0; i<32; i++ )
    		 if ( NotifyPlayer[i] != None )
    		 {
    			NotifyPlayer[i].ClientReceiveCombo("MutNightMan.Combo1");
                            NotifyPlayer[i].ClientReceiveCombo("MutNightMan.Combo2");
    			NotifyPlayer[i] = None;
    	         }

    so iv just tried this as well..

    Code:
            for ( i=0; i<32; i++ )
                    if (bAllowCombo1)
              {
                     log("combo 1");
    		 if ( NotifyPlayer[i] != None )
    		 {
    			NotifyPlayer[i].ClientReceiveCombo("MutNightMan.Combo1");
    			NotifyPlayer[i] = None;
    		 }
              }
    
    
    	for ( i=0; i<32; i++  )
    	        if (bAllowCombo2)
                 {
                    log("combo 2");
    		if ( NotifyPlayer[i] != None )
    		{
                            NotifyPlayer[i].ClientReceiveCombo("MutNightMan.Combo2");
    			NotifyPlayer[i] = None;
    		}
                 }

    which does nothing.. do this and both combos will work regardless of what settings on or off.. and iv tried that with both the original unaltered code of the combo and with it modified with the bool values too.. no luck
    //=========
    // ~NightMan
    //=========

  17. #17
    Iron Guard
    Join Date
    Jun 2008
    Location
    at computer
    Posts
    514

    Default

    just wanted to post here in case in future anyone else had this problem, was unable to solve it, pretty much given up on it. first part in this post was closest i ever got, i know i was learning how to do this during this time and wasn't to good with the bool's, but i learnt alot from it, continued with another mut which contained many bool's same as this one which i didn't have any problems with, then come bk to this and still not been able to get it to work perfectly.. best way to make this imo atm would be to make 2 mutator files in the same .u, at least that way you can have different mutators assigned to different game types in a multi game type server.. if anyone works this out tho, i would be keen to know thx to those who offered help all was not lost cus i did learn
    //=========
    // ~NightMan
    //=========


 

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