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League Assault and ZeroPing

Discussion in 'Maps, Mods, Mutators and Skins' started by Quasi^, May 18, 2012.

  1. Quasi^

    Quasi^ Me.

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    Does anyone know the details of what Cratos did to get Zeroping working with LAS?

    I'm working on a new zeroping mutator with a few extra arenas but running it with league assault doesn't quite work. Problems:

    It looks like Zeroping is spawned twice as I get two ZP startup messages in console/hud.
    Only one enforcer and trying to add one the normal way doesn't seem to work.

    If any of the admins/coders can help it would be great.
     
  2. '//3iRd(o)

    '//3iRd(o) Administrator

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    I never really saw the code, and don't really know much about the original ZP to advise what's different in it; but I have basic headers if you wanted to simply extend its use, however I think much of the functions in it were obfuscated.
     
    Last edited: May 18, 2012
  3. Quasi^

    Quasi^ Me.

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    I have the source to ZPPure (probably not the latest), which I've fixed up and added some arenas to. I also have the headers to cratos' ZP+ and I can see looking through the stripped code that he added some stuff for enforcer but I can't make out exactly what. Something to do with

    PlayerPawn.Inventory.HandlePickupQuery()

    is all I can make out. Thanks anyway though.

    Things I have fixed are shooting assault targets (+ objects like the glass in Ballistic), and shooting autocannons.
     
  4. Quasi^

    Quasi^ Me.

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    Well this is strange. My weapons don't play FireSound or AltFireSound with LAS.

    Code:
    simulated function PlayFiring()
    {
        PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0);
        LoopAnim('Fire1', 0.30 + 0.30 * FireAdjust * FireRate,0.05);
    }
    
    simulated function PlayAltFiring()
    {
        if ( AltCount >= MaxShots && Owner.IsA('PlayerPawn') )
        {  
            PlayerPawn(Owner).ClientPlaySound(sound'UnrealShare.ASMD.Vapour',,true);
            return;
        }
       
        PlayOwnedSound(AltFireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0);
        LoopAnim('Fire2',0.4 + 0.4 * FireAdjust * AltRate,0.05);
    }
    Nothing out of the ordinary really.

    Any ideas?
     
  5. DARKMEDOR

    DARKMEDOR Member

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  6. '//3iRd(o)

    '//3iRd(o) Administrator

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    You have to bear in mind that with ZPPure, it's intended to run with UTPure, which replaces all of the player classes, so there's things in ZPPure which could/would break operating with normal player classes and pawns - I found this with the likes of purestats when looking at the minigun stuff.

    I wrote a noddy fix many years ago (before Cratos looked at ZPPlus) to fix things like fortstandards when using ZPPure, but that was just basically adding a new trigger class wrapped around the existing fortstandards to stop ZPPure thinking they were live pawns.

    With regards to the enforcer, I can't really see that much else is happening other than referencing other parts of ZPPlus to calculate and store info. The HandlePickupQuery is pretty standard as far as I can tell.

    Are the sounds you're trying to play already loaded into memory (i.e. standard sounds), or custom ones?
     
    Last edited: May 21, 2012
  7. Quasi^

    Quasi^ Me.

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    The sounds are all default botpack sounds so ought to work. One thing I've noticed is that if you spawn with a weapon (zp_Enforcer in normal zeroping mode or any weapon in an arena) the sounds don't work, but, if you pick up a weapon they seem to work fine. Not sure why that is.

    There is no mention of Pure in the code I have so I assume it was taken out but the class wasn't renamed for some reason.
     
  8. Quasi^

    Quasi^ Me.

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    Looks like specifying the actual sound (sound'unrealshare.asmd.tazerfire' etc) rather than using a variable works.

    Now I need to figure out spawning with 2 enforcers and I'll have something ready to release.
     
  9. Quasi^

    Quasi^ Me.

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    Seems that zeroping Modify function is being called twice:

     
  10. '//3iRd(o)

    '//3iRd(o) Administrator

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    Just give the playerpawn the extra inventory item:
    Code:
        local YourZPEnforcer SecondEnforcer;
    
        SecondEnforcer = Spawn(Class'YourZPEnforcer',PlayerPawn);
        if ( SecondEnforcer != None )
        {
          PlayerPawn.Inventory.HandlePickupQuery(SecondEnforcer);
          SecondEnforcer.Destroy();
        }
    
    This is probably what you were reffering to earlier with the HPQ?
     
  11. Quasi^

    Quasi^ Me.

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    There is a giveweapon() function in zeroping.uc which I've been trying to use, but I'll give that a shot later.
     
  12. Quasi^

    Quasi^ Me.

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    Thanks that works :)
     
  13. Quasi^

    Quasi^ Me.

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    Ok I'm getting ready to make a release of ZeroPing Pro.

    Are there any objections to using http://www.utassault.net in the info text and having the official support thread here as Cratos did with ZP+?

    Still have a few things to consider and test out - maybe further obfuscation to the code since most ZPs seem to have been hacked. Also maybe a little anti-tweak bit to check for collisionheight changes etc..
     
  14. Quasi^

    Quasi^ Me.

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  15. DARKMEDOR

    DARKMEDOR Member

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    may be you can:

    *also add in ComboInstagib-color
    *fix the bug with translock to add to different zp
    *have a hitsound
     
  16. Quasi^

    Quasi^ Me.

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    I already have a team coloured insta arena and team instacombo arena.
    There's a bug with transloc?

    But what I want to know is if it's ok with admins to put utassault.net in the info and have a thread here for it.
     
  17. DARKMEDOR

    DARKMEDOR Member

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    yes do not work

    ZeroPingPlus103 set true but not work it's a know bug
    [AccuGib]
    bAllowTranslocator=False
    [ColorAccuGib]
    bAllowTranslocator=False
    [zp_ShockArena]
    bAllowTranslocator=False
    [zp_SniperArena]
    bAllowTranslocator=False


    UTPureRC7G set true but not work it's a know bug
    [AccuGib]
    bAllowTranslocator=False
    [ColorAccuGib]
    bAllowTranslocator=False
    [zp_ShockArena]
    bAllowTranslocator=False
    [zp_SniperArena]
    bAllowTranslocator=False

    Only way for the moment is KeepIt.Keep1 http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=1766&start=0

    speak in unrealadmin http://www.unrealadmin.org/forums/showpost.php?p=164731&postcount=8
     
  18. Quasi^

    Quasi^ Me.

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    Fixed. Each arena is set individually:

    Code:
    [ZeroPingPro101.zp_InstaGibArena]
    bAllowTranslocator=True
    bLongDistance=True
    
    [ZeroPingPro101.zp_ShockArena]
    bAllowTranslocator=True
    bLongDistance=True
    
    [ZeroPingPro101.zp_SniperArena]
    bAllowTranslocator=True
    bLongDistance=True
    
    [ZeroPingPro101.zp_TeamInstaGibArena]
    bAllowTranslocator=True
    bLongDistance=True
    
    [ZeroPingPro101.zp_TeamInstaGibComboArena]
    bAllowTranslocator=true
    bLongDistance=True
     
  19. DARKMEDOR

    DARKMEDOR Member

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    Nice [​IMG]

    If it manages mode tournament
    *there is to bugs with flags warmup (not work all the time) bWarmup=True
    *and green flags for ready players (not work all the time to) bUseClickboard=True
    *players start with addition caps or other point earned during the warmup



    May be can help Other to see
    TIWTickrateIndependantWeaponsSource http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=1774
    UTPURE Unlagged PB7 Sources http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=1775
    UTPURE Tickfix Sources http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=1773
     
  20. player

    player New Member

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    ZPPureC01Source.rar
    ZPPure Custom by iloveut99, an attempt to add color combogib to ZPPure. it is a discontinued project and is not working yet.

    zp211_src1.rar
    my modification based on decompiled ZP v2.10 by GrimReaper. i have made some update afterwards and i don't suggest using this old source

    ZP211: ZP Minigun beta
    http://www.unrealadmin.org/forums/showthread.php?t=30899

    as for security of zp, ... nothing much can be done, use it base on trust
    obfuscation can't help & that's why TNSe made Unlagged instead & almost no update to ZP in UTPure over the years
     
    Last edited: May 28, 2012