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  • replied
    Yep, got me. My keybinds work fine except for the Tian Transformation keybind when you are running the Titan Weaponmod. I am running no other mutator, just the No Tags mutator.

    Turn off the No Tag Mutator and the Titan Transformation keybind works, turn on No Tag Mutator, Titan Transformation keybind doesn't work.

    Not a biggie anyways, I am not running the Titan Weaponmod now anyways since it's a bit rediculous.

    Leave a comment:


  • replied
    I got no Idea why there is an issue with key-binds, the NoTags mutator only affect
    the UTPawn class, that has nothing to do with the player inputs in the client side,
    but perhaps is the use of the NoTags Mutator with another mutator that is causing
    the problem.

    Key-Binds work on my server just fine.

    Leave a comment:


  • replied
    Well, darn it,

    Well, I found out, your keybind will not work when playing on a server with Titan on and the No Tags Mutator.

    Took me all day to figure it out because I thought I had screwed up something in my UTinput ini or something, ended up being the No Tags Mutator on the server. Soon as I turned it off, my keybind would work to change to the Titan.

    What a pity..........

    Maybe PsySniper can figure out why it interferes............

    Leave a comment:


  • replied
    PsySniper, thanks for the mutator, works beautifully.

    Outstanding..............

    Leave a comment:


  • replied
    Originally posted by WouterGrimmie View Post
    Is that server or client side?
    And will it be considered a cheat/illegal mutator?

    I'll give it a try anyways... we'll find out soon enough.

    --Edit--

    According to the readme, server side... bummer
    To me the cheat was the floating name over the players head lol. It was so kid like and was in the way of a good DM. I have it on my server and I know other server admins will get it on the servers as soon as they find out about it

    Leave a comment:


  • replied
    Sweet it WORKS :} I have it on my server and I LOVE IT :} THANK YOU SO MUCH PsySniper :} Hats off to you as you just made me one very happy girl and server admin :}:} THANK YOU :} :} It seems to work ok w/ the mutatos I have on my server no issues so far and best of all no silly floating name over the head name tags :} You Sir fully made my day THANK YOU!!!!!!

    Leave a comment:


  • replied
    Is that server or client side?
    And will it be considered a cheat/illegal mutator?

    I'll give it a try anyways... we'll find out soon enough.

    --Edit--

    According to the readme, server side... bummer

    Leave a comment:


  • replied
    I compiled a basic mutator to eliminate player tags on Death-Match.

    Keep in mind this mutator may not be compatible with other mutators
    that extend to the UTPawn class.

    This mutator comes without support ( Use at your own Risk ).



    You can find the mutator HERE ( Must Register ).

    Leave a comment:


  • replied
    oh boy I have looked for the last 5 days on how to turn off the floating name over the players head :{ Last year it was in the hud to turn it off but now w/ the new patch and stuff I cant turn it off :{ I fully hate it and it makes the game look like cheep **** :{ People on my server hate it and so do I, so I need to find a way to get it off either from player or server end. I wish I did have the skills to add your code too the mutator
    as I run my server DM w/ a instagib mutator.

    Leave a comment:


  • replied
    Is anybody working on a mutator for this? How hard is it to make one myself?

    Leave a comment:


  • replied
    The problem is hard-coded on the script, it can be solved by creating a mutator that can extend to the UTPawn class.

    I added the following code to a mod I am currently using on my server:



    Code:
    simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
    {
    	local vector ScreenLoc;
    	local UTWeapon Weap;
    	local UTHUD HUD;
    
    	screenLoc = Canvas.Project(Location + GetCollisionHeight()*vect(0,0,1));
    
    	if (screenLoc.X < 0 ||	screenLoc.X >= Canvas.ClipX ||	screenLoc.Y < 0 ||	screenLoc.Y >= Canvas.ClipY)
    	{
    		return;
    	}
    
    	if ( (!bPostRenderOtherTeam || bFeigningDeath) && !WorldInfo.GRI.OnSameTeam(self, PC) )
    	{
    		if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
    		{
    			if ( !UTPlayerController(PC).AlreadyInActionMusic() && (VSize(CameraPosition - Location) < VSize(PC.ViewTarget.Location - Location)) && !IsInvisible() )
    			{
    				if ( (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX)	&& (Abs(screenLoc.Y - 0.5*Canvas.ClipY) < 0.1 * Canvas.ClipY) )
    				{
    					if ( FastTrace(Location, CameraPosition,, true)	|| FastTrace(Location+GetCollisionHeight()*vect(0,0,1), CameraPosition,, true) )
    					{
    						UTPlayerController(PC).ClientMusicEvent(0);;
    					}
    				}
    			}
    			LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
    		}
    		return;
    	}
    
    	if ( UTPawn(PC.Pawn) != None )
    	{
    		Weap = UTWeapon(UTPawn(PC.Pawn).Weapon);
    		if ( (Weap != None) && Weap.CoversScreenSpace(screenLoc, Canvas) )
    		{
    			return;
    		}
    	}
    	else if ( (UTVehicle_Hoverboard(PC.Pawn) != None) && UTVehicle_Hoverboard(PC.Pawn).CoversScreenSpace(screenLoc, Canvas) )
    	{
    		return;
    	}
    
    	// periodically make sure really visible using traces
    	if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
    	{
    		LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
    		bPostRenderTraceSucceeded = FastTrace(Location, CameraPosition)
    									|| FastTrace(Location+GetCollisionHeight()*vect(0,0,1), CameraPosition);
    	}
    	if ( !bPostRenderTraceSucceeded )
    	{
    		return;
    	}
    
    	if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
    	{
    		return;
    	}
    	
    	HUD = UTHUD(PC.MyHUD);
    	if ( HUD != None )
    	{
    
    		HUD.DrawPlayerBeacon(self, Canvas, CameraPosition, ScreenLoc);
    		if ( !HUD.bCrosshairOnFriendly	&& (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX) && (screenLoc.Y <= 0.5*Canvas.ClipY) )
    		{
    			// check if top to bottom crosses center of screen
    			screenLoc = Canvas.Project(Location - GetCollisionHeight()*vect(0,0,1));
    			if ( screenLoc.Y >= 0.5*Canvas.ClipY )
    			{
    				HUD.bCrosshairOnFriendly = true;
    			}
    		}
    	}
    }
    I only added:

    Code:
    	if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
    	{
    		return;
    	}
    A mutator that can extend to the UTPawn class can fix this issue.

    Leave a comment:


  • replied
    somebody, somehow, should figure out how to disable this, or provide a UI menu option to do so

    it's probably best for gameplay purposes that they are taken out (of course, I guess the you could argue the opposite for the same reason) - but they distract me lol

    but it makes it easier to spot targets - this is an 'easier' that makes me feel bad though lol

    Leave a comment:


  • replied
    Are you talking about a specific game type? Greed or Betrayal perhaps?

    I believe they are in the code, not the .ini files. You would probably have to modify the code as a new mutator for the game type to remove them.

    Leave a comment:


  • replied
    I hold out hope someone will find where its located in some of the ini's, however, I have to say, I haven't found it yet.

    Leave a comment:


  • replied
    It doesn't seem to be a configurable item at this point.

    Leave a comment:

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