League Assault and ZeroPing

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Me.
Oct 26, 2002
3,410
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Behind a crate
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.
 
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.
 
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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.
 
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?
 
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?
 
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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.
 
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.
 
Seems that zeroping Modify function is being called twice:

Possessed PlayerPawn: TFemale2 AS-Rook.TFemale0
******************Player Joined******************
Player name : gawd
IP Address : 192.168.1.3:37535
*************************************************
[gawd] Client logged in @ 5.2
====================== Modify called
Package LeagueAS140 verified: gawd
Package BossSkins verified: gawd
Package FCommandoSkins verified: gawd
[gawd] Verified: (436|SDLGLDrv|SDLDrv.S)
====================== Modify called
 
Now I need to figure out spawning with 2 enforcers and I'll have something ready to release.

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?
 
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..
 
may be you can:

*also add in ComboInstagib-color
*fix the bug with translock to add to different zp
*have a hitsound
 
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.
 
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
 
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
 
Nice
ok1.gif


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
 

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
 
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