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WAR-Serenity ORB confusion and announcements

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    #16
    Originally posted by Benfica View Post
    Sneh, do you like my new sig ?
    hehe nice!

    Originally posted by oldkawman1 View Post
    The orb is fine, it's a great addition. The orb is not for new players at all. Quite the opposite. The ORB is best handled by experienced players acting in concert with each other according to a plan.
    well I agree. And if possible turning announcements off server side would help, but hopefully not ALL announcements just the node/orb ones.

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      #17
      Lol, sig removed. bbl

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        #18
        Originally posted by oldkawman1 View Post
        I think the solution is to turn off announcements at the server level? I wonder if that is possible?
        You might be able to do it with a simple mutator extending UTPlayerController. I tried one out in singleplayer this morning.
        It gets rid of the Objective announcements, but leaves in the announcements about status events (enemy orb destroyed, that
        sort of thing).

        I can't test this out on a server at the moment, but I did a couple similar mutators a while back and they worked fine on
        a test setup where I ran them on a server and connected via another computer. The mutator blocked taunts and those white
        arrow things on the client when the server ran the mutator. So this one might work too, maybe. But it's not like I actually
        know what I'm doing or anything.

        Anyway, it's 2 files, 1st one named NoObs.uc, containing this:

        Code:
         
        class NoObs extends UTMutator;
        
        
        function PreBeginPlay()
        {
        	Super.PreBeginPlay();
                WorldInfo.Game.PlayerControllerClass=class'NoObs.MyUTPC';
        }
        
        
        defaultproperties
        {
           Name="NoObs"
           GroupNames(0)="NoObs"
        }

        and the 2nd file is named MyUTPC.uc, containing this:

        Code:
        class MyUTPC extends UTPlayerController;
        
        reliable client function ClientSetAutoObjective(Actor NewAutoObjective)
        {
        	LastAutoObjective = NewAutoObjective;
        
        	return;
        
        }
        
        
        defaultproperties
        {
           Name="MyUTPC"
        }

        It also doesn't use super on the extended utplayercontroller function, so it wouldn't be compatible with any other mutator that
        comes along wanting to modify that function.

        ... or maybe there's a switch to turn those announcements off in an ini somewhere ...

        ...

        the compiled version can be got from here

        http://www.mediafire.com/?mgz1xyrycjd

        in case anyone wants to try it but doesn't want to fool with make

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