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Go Back   The Unreal Admins Page > Forums > Front Page > Downloads > Unreal Tournament > Addons & Mutators

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  #21  
Unread 15th March, 2005, 09:02 PM
B_Man B_Man is offline
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Nice work. 'nuff said !

Thank you for the great mutator.

- B
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  #22  
Unread 15th March, 2005, 09:10 PM
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Well, the new (codewise) approach to the statboard was bound to give bugs but I still think it outweighs the "painting over HUD" method like the last version, which had its own set of problems.

A masstest like this is probably the best way to accumulate these problems. Hopefully I will be able to find a fix for them and release a version 4C.

The problem you describe I witness on our clanserver too Andromeda. It's very weird indeed, and doesn't make any sense codewise. How can the scoreboard be set to "SmartCTF" before that mutator even loads? When I test it with starting a dedicated server on my own pc, it works fine. This gives me the impression we should be able to get it working When I get some time I will see if I can reproduce and fix those problems.
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  #23  
Unread 15th March, 2005, 09:12 PM
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Quote:
Originally Posted by NuFF$@iD
SmartCTF Server Info (F2), including Record Holders for various stats.

this shows only the default f2 for me...... any clues as the log is normal
Do you have Pure running on your server? If so, does SmartCTF get loaded afterwards?
And ofcourse, in SmartCTF_4B.ini, you need bSmartCTFServerInfo=True
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  #24  
Unread 15th March, 2005, 09:15 PM
Matthew Matthew is offline
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Actually I had the same problem with the default F2 stuff... just found out if you reboot the server there is no problems at all.
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  #25  
Unread 15th March, 2005, 10:48 PM
skandaluz skandaluz is offline
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hmm nice..was wondering instead of making it take points away from spawnkiller detection if you can make it so it deactivates your weapon for x seconds..thatd be sweet
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  #26  
Unread 15th March, 2005, 11:04 PM
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Thanks for pointing out that the problem occured only from the second map onwards Andromeda. I think I managed to solve that bug and funnily enough it was as easy as commenting out one line

This will mean I will release a 4C soonish with only minor bugfix(es) over 4B. I will wait a bit more if other bugs show up, before I will release that.

Thanks for all replies so far btw !
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  #27  
Unread 15th March, 2005, 11:06 PM
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Quote:
Originally Posted by skandaluz
hmm nice..was wondering instead of making it take points away from spawnkiller detection if you can make it so it deactivates your weapon for x seconds..thatd be sweet
Sorry, won't go so far as changing gameplay in that way. Also, most spawnkills tend to happen by accident. Its just to indicate you shouldn't be too impressed with that kill. For the lamers that do it on purpose, hopefully the penalty and global message will discourage them...
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  #28  
Unread 15th March, 2005, 11:41 PM
Matthew Matthew is offline
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Request:
In arena matches, the spawnkill detection only lasts for 1 second after the player has spawned... it would be nice if admins could choose that number of seconds ourselves... because I know that 1 second isn't enough for our mod... we need more like 4 seconds.
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  #29  
Unread 16th March, 2005, 01:20 AM
BLTicklemonster BLTicklemonster is offline
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Quote:
Originally Posted by {DnF2}SiNiSTeR
Sorry, won't go so far as changing gameplay in that way. Also, most spawnkills tend to happen by accident. Its just to indicate you shouldn't be too impressed with that kill. For the lamers that do it on purpose, hopefully the penalty and global message will discourage them...
I must applaud you on your choice of words concerning spawn killers. There's this map, see, called 1v1joust that was made for ut based on the 2k4 one. Well, people think it's okay to spawn kill on that map, due to the skill it takes to get to the other base. (koff koff) so now, the official version of that map has 15 team miniguns in each base to ward off intruders. Shame that people can be so slack that a map would have to be totally redone just to keep slackers from doing thier thing.

(anybody want it? www.hawkwinds.com/tickle/joustasc.zip feel free to use it on a server if you like it. )

Now, about that smartctf thing this thread is all about before I hijacked it:

Is it stable yet? I'd love to load it up. I noticed some talk about the painting over of the stats. Yeah, I didn't like that a whole lot, because there were times that I had a funny shot I would have liked to have gotten a screeny of, but there was no way to get the ingame stats or smartctf stats off the screen.
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  #30  
Unread 16th March, 2005, 02:23 AM
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Thank you very Much Sinister and all the Coding you do!
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  #31  
Unread 16th March, 2005, 02:25 AM
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Quote:
Originally Posted by Baiter
Thank you very Much Sinister and all the Coding you do!
I second that motion
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  #32  
Unread 16th March, 2005, 04:48 AM
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Nice work

two things tho ... is there a way to change the spawn kill timing ... so as to shorten it down some what

and also we’ve had a number of ppls complaining about lag now after this new version was added ... any ideas
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  #33  
Unread 16th March, 2005, 06:25 AM
DonutHunter DonutHunter is offline
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Sinister, I'd also like to say Thank You for a fine piece of programming, the interface is great, the functionality I'm still learning about, but the players absolutely love it.

Really a sweet program that truly enhances the game....You Rock!


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  #34  
Unread 16th March, 2005, 12:02 PM
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Seems to have incompatibility problems with x3dfxmapvote. With x3dfx enabled, SmartCtf Stats will come up at the end of map, but you can't make it come up during gameplay if you have it binded, like u can on other servers.

bind in the readme was F3=ShowObjectives | mutate smartctf showstats (wont work with x3dfx)

I really like the EnhancedMultiKill and broadcast thing. Used 2k4Combos though on the server which shows shots up to 8 kills in a row ( a holy sh*t). Hopin it works well with it. If not, hopin somethin like that can be part of a future release

Last edited by Gambit : 16th March, 2005 at 01:20 PM.
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  #35  
Unread 16th March, 2005, 01:50 PM
kahliii~ kahliii~ is offline
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nice work.. interesting, that you implemented dotherightthing this time ;o

however.. i'll have a further look at it in the evening =]
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  #36  
Unread 16th March, 2005, 02:38 PM
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i got a question, hope someone can help me
is it possible to see the smartctf stats AND the normal board(substats) at the end of a game like it was in the smartctf version before?
i can only see the smartctf stats @ the end of a game :/
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  #37  
Unread 16th March, 2005, 05:21 PM
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Quote:
Originally Posted by StaR
i got a question, hope someone can help me
is it possible to see the smartctf stats AND the normal board(substats) at the end of a game like it was in the smartctf version before?
i can only see the smartctf stats @ the end of a game :/
Well, 4B has a bug that makes it impossible to see scoreboard mods like SubStats at all after the first map. 4C will come soon to fix this.

The idea is that at every point in and after the game, you can toggle between the normal (default, Pure clickboard, MODOS, SubStats, whatever is installed) and the SmartCTF scoreboard - under F1.
The command 'mutate smartctf showstats' will do this (good idea to bind to F3 or whatever). At the same time it will pop up F1.

You can now press F1 again to hide the scoreboard. When you press F1 again, your last scoreboard choice is still visible.

So basically F3 decides what you see at F1!

At the end of the game, F1 will automatically change to SmartCTF scoreboard. But one press on F3 will toggle back to the default board.

There's a tick at the right top screen to indicate this toggling.
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  #38  
Unread 16th March, 2005, 05:25 PM
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Quote:
Originally Posted by kahliii~
nice work.. interesting, that you implemented dotherightthing this time ;o
Is that the name of the mod that had the cap/assist scoring system based on time carried the flag?

Like I said in the readme, I know I played it once - but I dunno what it was called and couldn't find it anywhere. So if it was CTFDoTheRightThing then I can put that in the readme
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  #39  
Unread 16th March, 2005, 07:08 PM
Matthew Matthew is offline
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Quote:
Originally Posted by Matthew
Request:
In arena matches, the spawnkill detection only lasts for 1 second after the player has spawned... it would be nice if admins could choose that number of seconds ourselves... because I know that 1 second isn't enough for our mod... we need more like 4 seconds.
Hmm just wondering if you saw that little comment.. if you did, sorry to spam it!
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  #40  
Unread 16th March, 2005, 07:31 PM
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Reall nice going. Lots of really nice add-ons.... But i have one prob though. I can't get the Smart CTF scoreboard to show after the match. Only the old boring default one.

Heres my .ini file:

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=SecureValidate.SVUdpServerQuery
ServerActors=SecureValidate.SVUdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=SecureValidate.SVUdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=SecureValidate.SVUdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=MonsterAnnouncer.MA_ServerActor
ServerActors=LagMonitor.LMActor
ServerActors=2k4Combos.CombosSA
ServerActors=UTDCv15.SMain
ServerActors=ServerAdds.ServerAdds
ServerActors=UTPureRC7G.UTPureSA
ServerActors=UTStatsBeta3a.UTStatsSA
ServerActors=SmartCTF_4B.SmartCTFServerActor
ServerPackages=UTSAccuBeta3
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=SoldierSkinsRSClan
ServerPackages=SoldierRSUnstoppable
ServerPackages=SoldierSkins_[STORM]
ServerPackages=RSPack
ServerPackages=Botpack
ServerPackages=BDBMapVote302
ServerPackages=SGirlRS_clan
ServerPackages=LagMonitor
ServerPackages=2k4Combos
ServerPackages=JoJoLuckyLukeVoice
ServerPackages=SGirlSkins_[STORM]
ServerPackages=UTDCv15
ServerPackages=UTDCv15dll
ServerPackages=UTPureRC7G
ServerPackages=ZPPure7G
ServerPackages=SmartCTF_4B


And heres a transcription of a message from my .log file:

SmartCTF: ServerActor, Spawning and adding Mutator...
SmartCTF: Original Scoreboard determined as Botpack.UnrealCTFScoreboard
SmartCTF: SmartCTF 4B loaded successfully.

Hope you can help me.
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