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VCTF - working on balancer
The_Cowboy:
So this is how you smuggle the spaces into the code :D
On serious note, I got to learn crucial things. Thanks again!
Piglet:
Ahhh - yes! You have to smuggle them in somehow.
I added in a message to say what team you were in for the start of map (whether you'd been swapped or not) then moved it to the main balance routine instead.
-Adler-:
Hi
there are thousands of entries in the ut2004 log
Warning: EQHUDFCLocation VCTF-SummerVillages-beta2.EQHUDFCLocation (Function Equalizer_TC_alpha1.EQHUDFCLocation.ShowTeamScorePassA:03BC) Accessed None 'Team'
https://github.com/ravimohan1991/Equalizer/blob/c1665627b7dcc682ee3d4a203fd83c0cafb4d78d/Classes/EQHUDFCLocation.uc
and
Warning: RZQ_ScoreBoardTeamDeathMatch VCTF-Veniis-Rezq-Fix-1.RZQ_ScoreBoardTeamDeathMatch (Function RezQSc2b.RZQ_ScoreBoardDeathMatch.GetTitleString:00E8) Accessed None 'GRI'
Piglet:
I noticed that too. It's not my code, but I'll have a look to see if I can fix it
holyspam:
--- Quote from: Piglet on April 17, 2023, 12:14 ---I noticed that too. It's not my code, but I'll have a look to see if I can fix it
--- End quote ---
--- Code: ---if (PlayerOwner.PlayerReplicationInfo == None || PlayerOwner.PlayerReplicationInfo.Team == None)
{
return;
}
if( PlayerOwner.GameReplicationInfo.PRIArray[i].HasFlag != none && PlayerOwner.PlayerReplicationInfo.Team.TeamIndex == PlayerOwner.GameReplicationInfo.PRIArray[i].Team.TeamIndex && PlayerOwner.PlayerReplicationInfo != PlayerOwner.GameReplicationInfo.PRIArray[i] )
{
LPRI = PlayerOwner.GameReplicationInfo.PRIArray[i];
C.Font = LoadFontStatic(7);
C.StrLen("FC:"$LPRI.GetLocationName(), XL, YL);
if(LPRI.Team.TeamIndex == 0)
{
C.DrawColor = WhiteColor;
C.SetPos(C.ClipX / 2 + C.ClipX * 0.03, C.ClipY * 0.08);
}
else
{
C.DrawColor = WhiteColor;
C.SetPos(C.ClipX / 2 - C.ClipX * 0.03 - XL, C.ClipY * 0.08);
}
C.DrawText("FC:"$LPRI.GetLocationName());
break;
}
--- End code ---
Also if PRIArray is a dynamic array, it could change length between loops, isn't "foreach" better suited here?
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