Anyone know how to turn off the Name Tags over the players heads to OFF on the server -or- on the client?
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Player Name Tags / Name Plates
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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
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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; } } } }
Code:if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 ) { return; }
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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.
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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!!!!!!
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Originally posted by WouterGrimmie View PostIs 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
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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............
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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.
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