Search found 406 matches
- Sat Dec 14, 2013 1:05 am
- Forum: DXEditing
- Topic: "warning infolink not found"
- Replies: 7
- Views: 7570
Re: "warning infolink not found"
Set BindName to "JCDenton". Also I'm not sure if whitespaces in BindName are supported.
- Sat Dec 14, 2013 12:22 am
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
Update: Datalinks working 95%. Even the client has the flags to show them correctly. The server has a dryrunner, so that timing of events will match if the datalink could be started at the same time on the client. First person conversations invoked by IM_Frob and IM_Radius are partialy working. http...
- Sat Dec 14, 2013 12:05 am
- Forum: DXEditing
- Topic: "warning infolink not found"
- Replies: 7
- Views: 7570
Re: "warning infolink not found"
You should post the code, but my crystal ball tells me you changed the BindName.
ConBindEvents() uses the BindName to load the Datalink conversations.
ConBindEvents() uses the BindName to load the Datalink conversations.
- Tue Dec 10, 2013 8:51 pm
- Forum: DXEditing
- Topic: The Story why you can ignite yourself with a FireExinguisher
- Replies: 7
- Views: 8375
The Story why you can ignite yourself with a FireExinguisher
Try to start 14_OceanLab_Lab on a dedicated server, join the game, grab the fire exinguisher, use it and voila you are burning! Solution: The FireExinguisher spawns HalonGas-projectiles. And somehow PlayerPawn.TakeDamage() is called on the client, but with DamageType = 'Flamed'. Then the client call...
- Sun Dec 08, 2013 7:15 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
- Tue Oct 22, 2013 4:21 pm
- Forum: DXEditing
- Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
- Replies: 5
- Views: 8527
Re: PawnSkinner - quick custom NPC skinning and corpse phenp
Maybe the package is still mentioned in one of the .ini files?
- Fri Aug 30, 2013 4:09 pm
- Forum: DXEditing
- Topic: Deus Ex Physics
- Replies: 16
- Views: 17526
Re: Deus Ex Physics
You could update the Pawns Rotation/Location in the cage's Tick() method.
- Mon Jun 24, 2013 7:04 pm
- Forum: DXEditing
- Topic: Newb question (overriding the vanilla item)
- Replies: 12
- Views: 11316
Re: Newb question (overriding the vanilla item)
Yes and Yes.
- Thu Jun 20, 2013 4:46 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
Networking. Actually on the screen is a dedicated with two clients running. Doesn't matter on which machine the clients or the server runs. HX is probably best played on LAN. I'm rather pessimistic about internet play performance, since there are way more actors on deus ex maps then unreal.
- Tue Jun 18, 2013 9:53 am
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
I hate Ion code. :D Okay Flag has a member var private travel Flag nextFlag; Seems quite possible that they are a just linked list and not stored in the table. Barf! I should fire up IDA Pro and take a peek. But i could easily go up to 112 (or 111) flags or sort some flags out which might not be rel...
- Mon Jun 17, 2013 12:39 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
Excellent. I just wanted to know what i should replicate to the client. Using only booleans for flags is fine. I just want the vanilla game running in coop. In UE only data types less (or maybe equal) then 448 bytes can be replicated. Flagbase has an array of 64 flag entries. If i use a 32bit hash f...
- Sun Jun 16, 2013 12:14 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
If you set bBeltIsMPInventory=False on Players inventory works to some degrees.
- Sat Jun 15, 2013 5:03 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 52716
Re: HX - A Deus Ex Coop Modification
Does if anyone know if there are Datalinks which check non boolean flags (if they are used/supported at all)?
/edit
Oh btw:
Barks now seem to work:
http://coding.hanfling.de/hx_barks.png
/edit
Oh btw:
Barks now seem to work:
http://coding.hanfling.de/hx_barks.png
- Tue Jun 11, 2013 10:35 pm
- Forum: DXEditing
- Topic: Newb question (overriding the vanilla item)
- Replies: 12
- Views: 11316
Re: Newb question (overriding the vanilla item)
Maybe check the Warload's code in Unreal1.
- Mon Jun 10, 2013 8:08 pm
- Forum: DXEditing
- Topic: Newb question (overriding the vanilla item)
- Replies: 12
- Views: 11316
Re: Newb question (overriding the vanilla item)
Or just use a Mutator, to change maxcopies after Spawn().