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    #16
    i accientaly found "ConfigPowerNode" mutator in any package with any map i downloaded for server, after decompilation, it seems its what im looking for (especially defaultproperties section of code):

    Code:
    class ConfigPowerNode extends UTOnslaughtPowernode_Content
        hidecategories(Navigation,Lighting,LightColor,Force,VehicleUsage,ObjectiveHealth,Collision,Display);
    
    var() int MaxHealth;
    var() float OrbInvulnerableRadius;
    var() float OrbCaptureReturnRadius;
    var() float OrbInvEffectZOffset;
    var() int OrbHealPerSecond;
    var() float TemporaryShieldDuration;
    var() int NodeRotationRate;
    var() float HealMulti;
    var() int MaxPanelHealth;
    
    simulated event PostBeginPlay()
    {
        super(UTOnslaughtPowernode).PostBeginPlay();
        DamageCapacity = float(MaxHealth);
        InvulnerableRadius = OrbInvulnerableRadius;
        CaptureReturnRadius = OrbCaptureReturnRadius;
        InvEffectZOffset = OrbInvEffectZOffset;
        OrbHealingPerSecond = OrbHealPerSecond;
        OrbCaptureInvulnerabilityDuration = TemporaryShieldDuration;
        YawRotationRate = float(NodeRotationRate);
        LinkHealMult = HealMulti;
        PanelHealthMax = MaxPanelHealth;
        //return;    
    }
    
    defaultproperties
    {
        MaxHealth=2000
        OrbInvulnerableRadius=1000.0
        OrbCaptureReturnRadius=500.0
        OrbInvEffectZOffset=16.0
        OrbHealPerSecond=100
        TemporaryShieldDuration=12.0
        NodeRotationRate=20000
        HealMulti=1.0
        MaxPanelHealth=60
        begin object name=SkeletalMeshComponent1 class=SkeletalMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: SkeletalMeshComponent'Default__ConfigPowerNode.SkeletalMeshComponent1'
        EnergySphere=SkeletalMeshComponent1
        begin object name=StaticMeshComponent0 class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshComponent0'
        NodeBase=StaticMeshComponent0
        begin object name=StaticMeshSpinner class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshSpinner'
        NodeBaseSpinner=StaticMeshSpinner
        EnergySphereCollision=CylinderComponent'Default__ConfigPowerNode.CollisionCylinder2'
        AmbientEffect=UTParticleSystemComponent'Default__ConfigPowerNode.AmbientEffectComponent'
        OrbCaptureComponent=ParticleSystemComponent'Default__ConfigPowerNode.CaptureSystem'
        InvulnerableToOrbEffect=ParticleSystemComponent'Default__ConfigPowerNode.InvulnerableSystem'
        OrbNearbySound=AudioComponent'Default__ConfigPowerNode.OrbNearbySoundComponent'
        begin object name=NecrisCapturePipesLargeComp class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.NecrisCapturePipesLargeComp'
        NecrisCapturePipesLarge=NecrisCapturePipesLargeComp
        begin object name=NecrisCapturePipesSmallComp class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.NecrisCapturePipesSmallComp'
        NecrisCapturePipesSmall=NecrisCapturePipesSmallComp
        PSC_NecrisCapture=UTParticleSystemComponent'Default__ConfigPowerNode.NecrisCaptureComp'
        PSC_NecrisGooPuddle=UTParticleSystemComponent'Default__ConfigPowerNode.NecrisGoodPuddleComp'
        begin object name=SkeletalMeshComponent1 class=SkeletalMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: SkeletalMeshComponent'Default__ConfigPowerNode.SkeletalMeshComponent1'
        PanelMesh=SkeletalMeshComponent1
        AmbientSoundComponent=AudioComponent'Default__ConfigPowerNode.AmbientComponent'
        begin object name=StaticMeshComponent9 class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshComponent9'
        NodeBeamEffect=StaticMeshComponent9
        ShieldedEffect=ParticleSystemComponent'Default__ConfigPowerNode.ParticleSystemComponent1'
        CylinderComponent=CylinderComponent'Default__ConfigPowerNode.CollisionCylinder'
        Components(0)=ArrowComponent'Default__ConfigPowerNode.Arrow'
        Components(1)=CylinderComponent'Default__ConfigPowerNode.CollisionCylinder'
        Components(2)=PathRenderingComponent'Default__ConfigPowerNode.PathRenderer'
        Components(3)=LinkRenderingComponent'Default__ConfigPowerNode.LinkRenderer'
        Components(4)=AudioComponent'Default__ConfigPowerNode.AmbientComponent'
        Components(5)=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        begin object name=StaticMeshComponent0 class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshComponent0'
        Components(6)=StaticMeshComponent0
        begin object name=StaticMeshSpinner class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshSpinner'
        Components(7)=StaticMeshSpinner
        begin object name=SkeletalMeshComponent1 class=SkeletalMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: SkeletalMeshComponent'Default__ConfigPowerNode.SkeletalMeshComponent1'
        Components(8)=SkeletalMeshComponent1
        Components(9)=CylinderComponent'Default__ConfigPowerNode.CollisionCylinder2'
        Components(10)=UTParticleSystemComponent'Default__ConfigPowerNode.AmbientEffectComponent'
        Components(11)=ParticleSystemComponent'Default__ConfigPowerNode.ParticleSystemComponent1'
        begin object name=StaticMeshComponent9 class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.StaticMeshComponent9'
        Components(12)=StaticMeshComponent9
        Components(13)=AudioComponent'Default__ConfigPowerNode.OrbNearbySoundComponent'
        Components(14)=ParticleSystemComponent'Default__ConfigPowerNode.CaptureSystem'
        Components(15)=ParticleSystemComponent'Default__ConfigPowerNode.InvulnerableSystem'
        Components(16)=UTParticleSystemComponent'Default__ConfigPowerNode.NecrisGoodPuddleComp'
        Components(17)=UTParticleSystemComponent'Default__ConfigPowerNode.NecrisCaptureComp'
        begin object name=NecrisCapturePipesLargeComp class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.NecrisCapturePipesLargeComp'
        Components(18)=NecrisCapturePipesLargeComp
        begin object name=NecrisCapturePipesSmallComp class=StaticMeshComponent
            LightEnvironment=DynamicLightEnvironmentComponent'Default__ConfigPowerNode.PowerNodeLightEnvironment'
        object end
        // Reference: StaticMeshComponent'Default__ConfigPowerNode.NecrisCapturePipesSmallComp'
        Components(19)=NecrisCapturePipesSmallComp
        CollisionComponent=CylinderComponent'Default__ConfigPowerNode.CollisionCylinder'
    }


    Hmm hmm, but powercore has no "RotationRate value.. pffff

    Comment


      #17
      As NickG already pointed out, changing not-replicating variable would only work reliable on the listen server / instant action games. You would need to replicate all these modified variable to clients.

      The core is rotated by a SkelControl called UTSkelControl_CoreSpin and probably scaled by a different SkelControl. That CoreSpin SkelControl has a max and min speed. Check the AnimTree GP_Onslaught.Anims.AT_GP_Ons_Power_Core. Once the Core is spawned, you can find that CoreSpin node. The CoreSpin node has no ControlName so you cannot use Mesh.FindSkelControl. You would have to iterate over all SkelControls and check its class. Or replace the AnimTree with your custom one.

      Comment


        #18
        Thank you, i will try...
        i dont know UE soo much, i am C++ programmer and unreal script is something totally new for me, especially UT3 sdk :/

        Comment


          #19
          Do yourself a favor and download latest source and make it context searchable from your OS, if you've not some more advanced IDE. That online Codekisk seems to be missing some things, at least in the tree... Consult other resources, too, UDN, Unrealwiki, for example. Initially, I imagine a mutator with secondary "armor" actors+disabled node and may be an easier option to pursue than healthier/hardened node with corrected effects, but they both sound like difficult endeavors.

          Comment


            #20
            okay, i will try.. i have downloaded ut3 sources, but ... im confused from them i just need to learn it.. i really missing friendly CPP+H file structure from C++

            Comment

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