UE2 - UT2kX PreCaching without a custom gametype

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forrestmark9

New Member
Aug 6, 2009
56
0
0
A friend has made a mod he wanted me to try out but required me to not have a custom gametype and I was able to move everything from mine to a mutator except one thing, Precaching. I do not know how to PreCache static meshes and textures without a gametype, or how to do it and have it work correctly, currently my friend suggested I make a actor that has UpdatePrecacheStaticMeshes() and UpdatePrecacheMaterials() then add this actor to the ServerActors but so far this does not work as I have added logs to the functions and they do not get called on the server nor the client

Here is the code if it would be of much use
Code:
class PreCacheActor extends Actor;

//Static Meshes
#exec OBJ LOAD FILE=WPC_BRUTE_LIMBS.usx
#exec OBJ LOAD FILE=ShiverSM.usx
#exec OBJ LOAD FILE=kf_generic_sm.usx
#exec OBJ LOAD FILE=Asylum_SM.usx

//Textures
#exec OBJ LOAD FILE=FMXBaseResources.utx
#exec OBJ LOAD FILE=FMXBaseResources2.utx
#exec OBJ LOAD FILE=FMXBaseResources3.utx
#exec OBJ LOAD FILE=FMXBaseResources4.utx
#exec OBJ LOAD FILE=JasonVor_T.utx
#exec OBJ LOAD FILE=ShiverT.utx
#exec OBJ LOAD FILE=WPC_BRUTE_T.utx
#exec OBJ LOAD FILE=KillingFloorHUD.utx
#exec OBJ LOAD FILE=InterfaceArt_tex.utx
#exec OBJ LOAD FILE=InterfaceContent.utx
#exec OBJ LOAD FILE=ScopeShaders.utx
#exec OBJ LOAD FILE=Effects_Tex.utx
#exec OBJ LOAD FILE=KFMapEndTextures.utx
#exec OBJ LOAD FILE=2K4Menus.utx
#exec OBJ LOAD FILE=kf_fx_trip_t.utx
#exec OBJ LOAD FILE=Asylum_T.utx
#exec OBJ LOAD FILE=KillingFloor2HUD.utx
#exec OBJ LOAD FILE=..\TwistedSPerks\Textures\FMXDeRez.utx Package=TwistedSPerks
#exec OBJ LOAD FILE=..\TwistedSPerks\Textures\DeRez.utx Package=TwistedSPerks
#exec OBJ LOAD FILE=..\TwistedSPerks\Textures\FMXFadeColor.utx Package=TwistedSPerks
#exec OBJ LOAD FILE=..\TwistedSPerks\Textures\ScrnEmoticons32.utx Package=TwistedSPerks
#exec TEXTURE IMPORT FILE="Textures\Hud_RPG_Rocket.dds" NAME="Hud_RPG_Rocket" GROUP="HUD" MIPS=0 MASKED=1
#exec TEXTURE IMPORT FILE="Textures\BurnFlare1.dds" NAME="BurnFlare1" GROUP="Flares" MIPS=0
#exec TEXTURE IMPORT FILE="Textures\Hud_MedicGrenade.dds" NAME="Hud_MedicGrenade" GROUP="HUD" MIPS=0 MASKED=1

//Animations
#exec OBJ LOAD FILE=FMX_Characters_A.ukx
#exec OBJ LOAD FILE=FMX_Characters2_A.ukx
#exec OBJ LOAD FILE=FMX_Characters3_A.ukx
#exec OBJ LOAD FILE=FMX_RussianSoldiers_A.ukx
#exec OBJ LOAD FILE=FMX_RussianSoldiers2_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons2_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons3_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons4_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons5_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons6_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons7_A.ukx
#exec OBJ LOAD FILE=FMX_Weapons8_A.ukx
#exec OBJ LOAD FILE=FMX_Characters2_A.ukx
#exec OBJ LOAD FILE=WPC_Zeds_A.ukx
#exec OBJ LOAD FILE=FMX_TeslaHusk_A.ukx

//Sounds
#exec OBJ LOAD FILE=KF_ZEDGunSnd.uax
#exec OBJ LOAD FILE=KF_FY_ZEDV2SND.uax
#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
#exec OBJ LOAD FILE=Inf_Weapons_Foley.uax
#exec OBJ LOAD FILE=KF_AxeSnd.uax
#exec OBJ LOAD FILE=ProjectileSounds.uax
#exec OBJ LOAD FILE=KF_EnemiesFinalSnd_CIRCUS.uax
#exec OBJ LOAD FILE=Inf_WeaponsTwo.uax
#exec OBJ LOAD FILE=KF_LAWSnd.uax
#exec OBJ LOAD FILE=../TwistedSPerks/Sounds/FMXDeRez.uax Package=TwistedSPerks
#exec AUDIO IMPORT FILE="../TwistedSPerks/Sounds/texture19.wav" NAME="texture19"

simulated function UpdatePrecacheStaticMeshes()
{
	if( Level.NetMode != NM_Client )
		log("I precached StaticMeshes on the Server");
	if( Level.NetMode == NM_Client )
		log("I precached StaticMeshes on the Client");
}

simulated function UpdatePrecacheMaterials()
{
	if( Level.NetMode != NM_Client )
		log("I precached Textures on the Server");
	if( Level.NetMode == NM_Client )
		log("I precached Textures on the Client");
}

defaultproperties
{
	DrawType=DT_None
	Texture=None
}