Some questions about building mod

Talk about editing and creation of Vavoom mods

Postby Crimson Wizard » 05 Aug 2006 11:26

Ok.

Got another one: is there any variable for number of active players, or it can only be counted using Players reference array in GameInfo?
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Postby Janis Legzdinsh » 05 Aug 2006 11:47

Currently countng players is the only way.
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Postby Crimson Wizard » 06 Aug 2006 12:54

How many Local Sounds may be played at a time?
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Postby Janis Legzdinsh » 06 Aug 2006 15:38

They don't have a limit so they are limited by total number of channels.
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Postby Crimson Wizard » 11 Aug 2006 10:59

Aren't there any variable that stores player's position during attack (melee or missile). I ask because I want to make one and do not want to have duplicates.
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Postby Janis Legzdinsh » 11 Aug 2006 11:42

Player.MO.Origin
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Postby Crimson Wizard » 11 Aug 2006 12:00

No, no, I mean backup value for an OLD position when player attacked. I have no idea what it could be needed for, but simply wish to be sure.
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Postby Firebrand » 11 Aug 2006 14:40

You can create a new variable and store the players position before the attack.
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Postby Crimson Wizard » 11 Aug 2006 15:05

DAMN! :x

I know I can create such, and I am going to. What I ask is - if there is one already or not!!!!! Image

Well, according to your answers I suppose there isn't. :)
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Postby Mago KH » 11 Aug 2006 20:46

Haha, no need to loose your calm over a variable. :wink:
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Postby Crimson Wizard » 12 Aug 2006 05:26

You're right. Sorry. ;)
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Postby Janis Legzdinsh » 12 Aug 2006 11:14

Yes, there isn't such a variable.
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Postby Crimson Wizard » 14 Aug 2006 05:17

This time I got 3 questions.

1. What is the actual difference in calling LocalSound() from different clasees: Window, GameInfo, Player, Actor etc. When those sounds will be played for all clients and when only for one?

2. How may I intercept player commands for movement and changing direction of view? Well, at least for movement. I wish to try making special Activate/Deactivate for PlayerPawn as well. Currently it works unstable and causes game crashes often.

3. How may I call window from server classes (Player for example)? Do I need to precreate that window somehow?
(Well, actually I made similar thing already with Scoreboard in KA by precreating it in ClientGame and using flag in ClientInfo to know whether it must be shown at current moment, but want to be sure if it is the best way)

Thanks in advance.
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Postby Janis Legzdinsh » 14 Aug 2006 09:51

1. What is the actual difference in calling LocalSound() from different clasees: Window, GameInfo, Player, Actor etc. When those sounds will be played for all clients and when only for one?

LocalSound() is a client side method, you are not allowed to call it from server side classes, such as Actor, Player of GameInfo.

2. How may I intercept player commands for movement and changing direction of view? Well, at least for movement. I wish to try making special Activate/Deactivate for PlayerPawn as well. Currently it works unstable and causes game crashes often.

It can be done by modifying those variables in the begining of the PlayerTick method.

3. How may I call window from server classes (Player for example)? Do I need to precreate that window somehow?
(Well, actually I made similar thing already with Scoreboard in KA by precreating it in ClientGame and using flag in ClientInfo to know whether it must be shown at current moment, but want to be sure if it is the best way)

Currently the only way now is by using a custom network protocol command. Most likely you'll have to precreate the window.
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Postby Crimson Wizard » 14 Aug 2006 09:59

Janis Legzdinsh wrote:LocalSound() is a client side method, you are not allowed to call it from server side classes, such as Actor, Player of GameInfo.


But I called it from my SoundQueue class derived from Thinker and it played well.

Janis Legzdinsh wrote:
3. How may I call window from server classes (Player for example)? Do I need to precreate that window somehow?
(Well, actually I made similar thing already with Scoreboard in KA by precreating it in ClientGame and using flag in ClientInfo to know whether it must be shown at current moment, but want to be sure if it is the best way)

Currently the only way now is by using a custom network protocol command. Most likely you'll have to precreate the window.


Excuse me, can you explain this more clear - what's "custom network protocol command" applied to Vavoom progs?
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