Creating a welcome screen?
I am running a homemade mutator on my server, which changes the behaviour of many of the weapons quite a bit, and because of this, I would like to inform players joining about these changes.
I am currently running the ServerAdverts mutator, but, I don't want to spam people, and that potentially makes new players wait for up to 5 minutes before they get a mid-screen message.
There are tutorials that show how to extend/create the HUD part of the display, but, I am not sure where to "hook in" and show the welcomescreen. (It should display on every map-load)
Any hints will be greatly appreciated.
There are some mutators which are using sort of a welcom screen.
Take a look at BiaVote
I have taken a peek at BiaVote, but couldn't really make heads or tails about the timing of the Welcome screen.
I guess i'll just have to try harder
The author of BIAVote has done this quite complex. The easiest solution i could find is done by FakeTruth in his mutator RBTTNews. It's really easy. You should ask him for the sourcecode.
Thanks for the help, greatly appreciated, I think i'll just use the mutator directly, no need to reinvent the wheel when someone else has done a great job already (and, it looks very functional)
Well, i've been working hard on this, and have been able to get something to work (heavily inspired by RBTTNews, BUT, I have run into a problem.
RBTTnews does not work on dedicated servers, only listen, which is what i'm running. (Edit: This is me making a mistake, I think)
So, my problem now is, how do I get a players viewcontroller from a mutator, when running a dedicated server? (This might not be the correct question to ask, I can post some code, if someone asks)
Last edited by FlyveHest; 03-28-2011 at 05:29 PM.
Reason: Mistake by me
It seems like my replicationinfo is never replicated to the client .. I have inserted a `log in the ReplicatedEvent function, and its never called.
Since I spawn my welcomescreen from this function, could this be the reason for this?
I'm going bonkers here, in my frustration I exported the scripts from RBTTNews and tried to recompile them, this works.
I've then more or less copy/pasted his code into my mutator, and I still can't get my version to work on a dedicated server (it works on a listen server)
I tried adding some `log entries to RBTTNews ReplicatedEvent call, and I can see that the function is called, but when I add the exact same `log calls to my own ReplicatedEvent function, nothing happens.
I'm beginning to think that this might not have anything to do with the UnrealScript part, but that I need to set some bit somewhere, maybe in the UIScene in the editor, or somewhere else.
Any ideas will be GREATLY appreciated, i'm pulling my hairs out here
Ok, I got a little further, it seems like its related to the size of the variables I want to replicate.
I have a string about 1k in lenght, but if I change this to a much shorter string (I haven't yet experimented with sizes), it actually works.
I haven't been able to find anything about size restrictions on variables that are replicated, does anyone know anything about this?