"fake" ping

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eaggi

Perrin
Sep 11, 2001
1,832
0
Björneborg, Sweden
dunno where too post this thread thou ;)
I know that there has been a thread bout' this before...

But how can you get a "fake ping" when playing against bots ?

:rolleyes:
 
i believe this is it i have another way of doing it aswell which works online offline anything..


ut.ini search for

[IpDrv.TcpipConnection]
SimPacketLoss=0 <-- change to how much pl
SimLatency=0 <-- change to how high ping

i think if not the other way defiantly works
 
fs who cares ?

dont really know

no way i can tell u would be able to find out u would just have to say ermm yeh that feels like 200 f6 or 150 f1 or something
 
Hmm very simple just take a handfull grass and smoke like never before..... Then you should have the same delay as online iggy, Häpp!! :smoke:
 
The true way to simulate lag is to use the commandline parameters when you
start UT. We'll cover and document all of these variables here. To use these
variables, you need to start UT like this: unrealtournament.exe
server.ip.addr?PktLoss=4?PktLag=400. This will cause your UT client to
experience this amount of lag when sending data to the server. Data sent
from the server to the client till still travel at full speed, however. By
the same token, you can also pass these variables to ucc with ucc server
mapname.unr?PktLoss=10?PktLag=600. This will create a very 'bad' server with
terrible conditions...probably too extreme even for real-life conditions.


so u have to run ur own server tho.. so it's best if u have a local network where u can run a server on 1 machine and use ur ut client on another :)