"Freon" Thaw to 100% code in UT2Vote?

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Piglet

New Member
Sep 13, 2005
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Hi,

Please could you share the code for the Freon "thaw to 100%" code?

I'm updating the "cuddles" freon code at the moment, and would like to put this or some variant of it into the main package as an optional component.

Thanks in advance
 

Piglet

New Member
Sep 13, 2005
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Ah - maybe I didn't make it clear....from a post at INA forums I understood that there was specific logic in the UT2Vote code for this. I can't look at it though as the code appears to have been removed from the package.

I'm a terrible uscript coder as I've never properly learned what I should learn before starting! I've just jumped right in with both feet with no idea what I'm doing....

http://utforums.epicgames.com/showpost.php?p=24799193&postcount=1

Name: UT2Vote
Version: 5.6
Compatibility: 3369+/-
Description: A Voting mutator for UT2004

...

Freon Thawing
Made provision for players thawing in Freon where a player thaws with full health.


Strangely enough the TA100.u talking icon mutator somehow achieves this too....but how on earth it does this when there's nothing in the TA100 code that I can see that is remotely related to Freon I can't tell! Maybe there's some buggy intereaction there.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
The thawing fix was accidental as it seemed to get fixed along with the Escapekey bug - from the readme:
Escape Key bug
This is the bug where the Escape key does not work in custom games.
If you want UT2Vote to handback the Escape key to Custom games,
then add to the GameType= Command string:
?CustomGame=True
This will tell UT2Vote not to block the Escape key.
This will also help when thawing players in 3SPNs Freon game.
NB... It is not advisable to do this for standard UT2004 games.

And this code I found under the UT2Vote ChatIcon involving a FREON detection:
Code:
//===================================================================
// UT2VoteChatting
// (c) ProAsm - 2007
//===================================================================

class UT2VoteChatting extends Inventory;

var Texture BeaconTexture;
var PlayerController PLC;
var UT2VoteIcon ChatIcon;

var bool bChatting;
var int Freon;

simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    bChatting=false;
    SetTimer(0.5, true );
}

simulated function Timer()
{
    if (PLC != None && PLC.Pawn != None)
    {
       if (PLC.bIsTyping && !bChatting)
       {
          [b]if (Freon > 0) // Freon
          {
             if (PLC.Pawn.FindInventoryType(class'UT2VoteChatting') == None)
                 PLC.Pawn.AddInventory(Self);
          }[/b]
          if (PLC.TeamBeaconTexture != None)
          {
             BeaconTexture = PLC.TeamBeaconTexture;
             PLC.TeamBeaconTexture = None;
          }
          if (ChatIcon == None)
              ChatIcon = Spawn(class'UT2Vote59.UT2VoteIcon', PLC.Pawn);
          if (ChatIcon != None)
              PLC.Pawn.AttachToBone(ChatIcon, 'head');
          bChatting = true;
       }
       else
       if (!PLC.bIsTyping && bChatting)
       {
          [b]if (Freon > 0) // Freon
          {
             if (PLC.Pawn.FindInventoryType(class'UT2VoteChatting') != None)
                 PLC.Pawn.DeleteInventory(Self);
          }[/b]
          if (BeaconTexture != None)
              PLC.TeamBeaconTexture = BeaconTexture;
          if (ChatIcon != None)
          {
             ChatIcon.Destroy();
             ChatIcon = None;
          }
          bChatting = false;
       }
    }
    else
    {
       if (Pawn(Owner) != None)
           PLC = PlayerController(Pawn(Owner).Controller);
    }
}

simulated function Destroyed()
{
    Super.Destroyed();

    if (ChatIcon != None)
    {
       ChatIcon.Destroy();
       ChatIcon = None;
    }
}

Thats all there is regarding FREON.
 
Last edited:

Piglet

New Member
Sep 13, 2005
32
0
0
Interestin. Thanks - then it was likely to be the same bug as seen when using talking icon mutator.

I wonder why it did that!