Hello guys, so, First off, this all idea is someone's else, and he has given me permission to remake it. This game is also Unreal-Engine-1 based, it's called Deus Ex, I've posted about it before too. This is the same package of which Admin-Zone is used on.
So anyway, what I am trying to create is, a gametype, and a mutator, which are both connected to each other through various stuff.
What this mutator/gametype do, is allow someone to create teams/groups, and then they can talk to each other on through Teamsay. This all stuff is related to role-playing.
What I succeeded on was to create a mutator, first, and, it had everything like 'mutate createteam <teamname>' and 'mutate invite <PlayerID>' (yes, only invites, none could join manually). It all worked great, but it was confusing and not that stable, we couldn't determine advance stuff like how many members are on the group, who's the team leader, and it was hard to make a 'teamsay' work on something without any gametype/new player class, so I had to create a gametype.
(if you're asking how it would take a name and even find it, I used an unused string on the default player class, which used to change per player, and they'd be there team(teamname) and others could join by typing that string)
So, anyway, I'm not that expert in coding, what I wanted to know was how could I sum this all up, I created a 'structure' with stuff like TeamName, bTeamLeader.. I even localized the structure. (through var <Structure name> TeamArray[32]>) But it'd give me errors when I tried doing something like this..
(<TeamName = Player.TeamArray.TeamName>)
but I got errors.. It was 'Error, Context express: Variable is too large (768 bytes, 255 max)
I know this sounds all confusing, and I don't want to share the code.. but if someone can understand this, and can help me.. I mean like, totally forgot what I used, give me some suggestions of what to do, create a structure, and what to do next.
If anyone doesn't understand it, but is a professional, I'd be happy to share the source, BUT personally, because I don't like sharing it.. I just need help, I'd give it to multiple people trying to help, I'm sure the source might help you guys understand better as you'd get what I totally mean.
Now, if someone doesn't understand this, but could with the source, PM me or post here, I'll think about sharing the code with you so you can help me..
EDIT: Nevermind, scrap that, here's the source. I've messed it up a bit with the array and all, basically there was just 'var string TeamName' on RPGPlayer.uc, there was no structure nor was it localized, and on the mutator it get connected through that. (not *.TeamArray.*) And you might ask why not use 'exec'.. well, I'd do it on future but right now I was working on the mutator first, and it's progressed so I will when I succeed..
<Removed source-code since the people that had to look, looked, and the ones who wanted to help helped. Thanks Brold999 for replying.>
EDIT2: The classes you have to look at are just TeamMutator.uc and RPGPlayer, nothing more worked on.
Thanks!
So anyway, what I am trying to create is, a gametype, and a mutator, which are both connected to each other through various stuff.
What this mutator/gametype do, is allow someone to create teams/groups, and then they can talk to each other on through Teamsay. This all stuff is related to role-playing.
What I succeeded on was to create a mutator, first, and, it had everything like 'mutate createteam <teamname>' and 'mutate invite <PlayerID>' (yes, only invites, none could join manually). It all worked great, but it was confusing and not that stable, we couldn't determine advance stuff like how many members are on the group, who's the team leader, and it was hard to make a 'teamsay' work on something without any gametype/new player class, so I had to create a gametype.
(if you're asking how it would take a name and even find it, I used an unused string on the default player class, which used to change per player, and they'd be there team(teamname) and others could join by typing that string)
So, anyway, I'm not that expert in coding, what I wanted to know was how could I sum this all up, I created a 'structure' with stuff like TeamName, bTeamLeader.. I even localized the structure. (through var <Structure name> TeamArray[32]>) But it'd give me errors when I tried doing something like this..
(<TeamName = Player.TeamArray.TeamName>)
but I got errors.. It was 'Error, Context express: Variable is too large (768 bytes, 255 max)
I know this sounds all confusing, and I don't want to share the code.. but if someone can understand this, and can help me.. I mean like, totally forgot what I used, give me some suggestions of what to do, create a structure, and what to do next.
If anyone doesn't understand it, but is a professional, I'd be happy to share the source, BUT personally, because I don't like sharing it.. I just need help, I'd give it to multiple people trying to help, I'm sure the source might help you guys understand better as you'd get what I totally mean.
Now, if someone doesn't understand this, but could with the source, PM me or post here, I'll think about sharing the code with you so you can help me..
EDIT: Nevermind, scrap that, here's the source. I've messed it up a bit with the array and all, basically there was just 'var string TeamName' on RPGPlayer.uc, there was no structure nor was it localized, and on the mutator it get connected through that. (not *.TeamArray.*) And you might ask why not use 'exec'.. well, I'd do it on future but right now I was working on the mutator first, and it's progressed so I will when I succeed..
<Removed source-code since the people that had to look, looked, and the ones who wanted to help helped. Thanks Brold999 for replying.>
EDIT2: The classes you have to look at are just TeamMutator.uc and RPGPlayer, nothing more worked on.
Thanks!
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