VCTF - working on balancer  (Read 36496 times)

The_Cowboy

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Re: VCTF - working on balancer
« Reply #15 on: January 30, 2022, 06:51 »
So this is how you smuggle the spaces into the code  :D



On serious note, I got to learn crucial things. Thanks again!
Quote from: Wormbo
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO.

Piglet

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Re: VCTF - working on balancer
« Reply #16 on: January 30, 2022, 09:58 »
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-

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Re: VCTF - working on balancer
« Reply #17 on: April 16, 2023, 22:52 »
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'
-----------------------------------------------------------------
Sorry, but I don't trust anything that bleeds for five days and doesn't die.

Piglet

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Re: VCTF - working on balancer
« Reply #18 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

holyspam

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Re: VCTF - working on balancer
« Reply #19 on: April 23, 2023, 00:08 »
I noticed that too. It's not my code, but I'll have a look to see if I can fix it

Code: [Select]
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;
}


Also if PRIArray is a dynamic array, it could change length between loops, isn't "foreach" better suited here?
« Last Edit: April 23, 2023, 00:12 by holyspam »

sup

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Re: VCTF - working on balancer
« Reply #20 on: April 23, 2023, 01:17 »
Holy can you take a look at the netcode please?
it got a lot worse for players with high ping, I have to shoot with superhuman precision now. Darkside, Rompeculos, Tupi, Tirofijo all are complaining about it


(Sorry for the off-topic)

California

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Re: VCTF - working on balancer
« Reply #21 on: April 23, 2023, 06:18 »
Holy can you take a look at the netcode please?
it got a lot worse for players with high ping, I have to shoot with superhuman precision now. Darkside, Rompeculos, Tupi, Tirofijo all are complaining about it


(Sorry for the off-topic)

Daddy is struggling too. God bless all of you.
Nah bro I'm sweet.

Nardaq_NL

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Re: VCTF - working on balancer
« Reply #22 on: April 23, 2023, 15:25 »
Oh, lets all use high ping and have netcode aim assist. =]
« Last Edit: April 23, 2023, 17:33 by Nardaq_NL »

sup

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Re: VCTF - working on balancer
« Reply #23 on: April 24, 2023, 19:22 »
Lol try to use minigun with my ping and aim assist nardaq