class myMutator extends Mutator;
var bool isInitialized;
function PostBeginPlay()
{
if ( isInitialized ) return;
isInitialized = True;
RegisterHUDMutator();
}
Function Tick (float Deltatime)
{
Super.Tick(DeltaTime);
if (!bHudMutator) RegisterHUDMutator();
}
simulated event PostRender ( canvas C)
{
..... C.DrawText("....."); .... // do the drawing here
C.Reset();
if ( NextMutator != None )
{
NextMutator.PostRender ( C );
}
}
what is wrong with this code ? locally on my pc it works fine but it doesn't run on our server. simply no effect at all. adding the mutator to the serverpackages only resultet in having to download it. may this be an issue with UTPure ?
another problem is that the mutator does not work in combination with other mutators that change the hud. if i select several mutators only the first in the list changes the hud.
even this version from the tutorials shows the same effects:
smartT.uc
-------------
class smartT expands Mutator;
function PreBeginPlay()
{
spawn(class'smartT.THUDNotify');
}
THUDNotify.uc
------------------
class THUDNotify expands SpawnNotify;
simulated event Actor SpawnNotification( Actor A )
{
if ( HUD(A).HUDMutator == none )
{
HUD(A).HUDMutator = spawn(class'smartT.THUD',A);
}
else
{
HUD(A).HUDMutator.AddMutator(spawn(class'smartT.THUD',A));
}
return A;
}
defaultproperties
{
ActorClass=class'Engine.HUD'
}
THUD.uc
-----------
class THUD extends Mutator;
var bool isInitialized;
function PostBeginPlay()
{
if ( isInitialized ) return;
isInitialized = True;
RegisterHUDMutator();
}
Function Tick (float Deltatime)
{
Super.Tick(DeltaTime);
if (!bHudMutator) RegisterHUDMutator();
}
simulated function PostRender ( canvas C)
{
C.Draw.........
C.Reset();
if ( NextMutator != None )
{
NextMutator.PostRender ( C );
}
}
var bool isInitialized;
function PostBeginPlay()
{
if ( isInitialized ) return;
isInitialized = True;
RegisterHUDMutator();
}
Function Tick (float Deltatime)
{
Super.Tick(DeltaTime);
if (!bHudMutator) RegisterHUDMutator();
}
simulated event PostRender ( canvas C)
{
..... C.DrawText("....."); .... // do the drawing here
C.Reset();
if ( NextMutator != None )
{
NextMutator.PostRender ( C );
}
}
what is wrong with this code ? locally on my pc it works fine but it doesn't run on our server. simply no effect at all. adding the mutator to the serverpackages only resultet in having to download it. may this be an issue with UTPure ?
another problem is that the mutator does not work in combination with other mutators that change the hud. if i select several mutators only the first in the list changes the hud.
even this version from the tutorials shows the same effects:
smartT.uc
-------------
class smartT expands Mutator;
function PreBeginPlay()
{
spawn(class'smartT.THUDNotify');
}
THUDNotify.uc
------------------
class THUDNotify expands SpawnNotify;
simulated event Actor SpawnNotification( Actor A )
{
if ( HUD(A).HUDMutator == none )
{
HUD(A).HUDMutator = spawn(class'smartT.THUD',A);
}
else
{
HUD(A).HUDMutator.AddMutator(spawn(class'smartT.THUD',A));
}
return A;
}
defaultproperties
{
ActorClass=class'Engine.HUD'
}
THUD.uc
-----------
class THUD extends Mutator;
var bool isInitialized;
function PostBeginPlay()
{
if ( isInitialized ) return;
isInitialized = True;
RegisterHUDMutator();
}
Function Tick (float Deltatime)
{
Super.Tick(DeltaTime);
if (!bHudMutator) RegisterHUDMutator();
}
simulated function PostRender ( canvas C)
{
C.Draw.........
C.Reset();
if ( NextMutator != None )
{
NextMutator.PostRender ( C );
}
}