SmartFeatures

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Wises

New Member
Sep 15, 2008
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ok here i want to start a thread about some SmartFeatures for SmartDM
 
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ProAsm

Active Member
Mar 20, 2002
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had a look, problem is once you resize to 16x16 as thats the size of a bot icon, you loose the definition.

Currently my code reduces it by 1 which means it needs to be 16 x 16
In your case your icons are 64 x 64 which means I have to tell the code to reduce it by 4
That is why I said to you they must be 16 x 16 and then you can see exactly what they will look like.
The Faces and other icons are reduced by 60%

lets see if this dropbox pic works.

bot2.jpg
 

ProAsm

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Mar 20, 2002
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You don't need an .int for that.
What is the .int supposed to do for that anyway ?

That bot-flag you cannot see
 
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ProAsm

Active Member
Mar 20, 2002
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Wow you do things the long and hard way, can see u not a coder and don't compile and test 100 times a day.

1. Drag a shortcut from UnrealTournament.exe onto your desktop.
2. Open the Properties for that icon.
3. Add to the Target so it reads:
C:\UnrealTournament\System\UnrealTournament.exe DM-Deck16][?Game=Botpack.DeathMatchPlus?Mutator=SmartDM102.SmartDM

Now I also drag a shortcut from the $MakeSM.bat onto the desktop.

Execute the make icon to compile, then execute the ut icon to test.
This is 100 times faster than what you do.
 

ProAsm

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Mar 20, 2002
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Basically at the end of the day we need something that discourages a player to win by a big margin.
That player should be punished in some way.
This will keep the trolls away :)
Thats why I said earlier, score = kills - deaths + played whole game + for winning - for winning by more than 30%.
Sprees, multikills etc he is already getting the kill scores so no encouragement required here.

As you have said there, these factors should be left to the admin to decide, so the more he can configure the better, although we should have a bullet proof default system.

I find in 80% of games, Admins leave the mod as per default.
 

Wises

New Member
Sep 15, 2008
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something I think would be Smart is something like this;

ChatMut's (by the author of ATB) Download

+ ChatMuts

Simple mutator ChatMuts.Ignore allows players to type !ignore KGB so they
won't receive further chat messages from KGB that game. Unfortunately does
not work on taunts. (For that try semiadmin mod EasyMute.)

however make our own one with the following adjustments;

myself said:
few idea's popped up in regards to one of these mods in particular.

the chatmuts. ignore mod specifically

I like the concept and wonder if it is possible to make a new version of it which isnt so tricky to use and a little bit smarter..

for example:

say player #$#${dfjhdfj}{FFFF}xyz.,.,,,. joins the server and is being annoying..

it's goin to be a mission to type !ignore (that name)

next.. lets say that I successfully !ignore #$#${dfjhdfj}{FFFF}xyz.,.,,,.

and he/she or it.. changes there name and reconnects then ... it won't work.

and in cases of Dynamic Ip's well I dunno .

Finally the whole type into chat and publicly try to !ignore (that name) is kinda public.

is anyone interested in rewriting this mod so that it -


Produces a message upon connection to the players that the feature is enabled and can be used
allow the players to mute by number instead of name from a player list
is compatible with pure5+
is able to use player IP for the mutation to take effect as well as maybe nexgen/asc/ace id's instead of names.
have the capacity too run via console instead of through chat box
have the ability to be un-muted.
run as a ServerActor/No Downloads.

I see alot of benefits in this type of system... keep up the good work.

Cheers

Orginal Thread here ~ also has a rather extensive repertoire of custom mods.
 
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