For those interested, extracting any UScript is not hard at all... I guess it's kinda the Unreal way to let real coders do the extracting themselves. Blame Epic
The only benefit I see is version matching; if you publish source code and compiled bin, people ALWAYS look at the wrong version of the source and get confused. By compiling your own source into bin, or in this case extracting source from the compiled script, you are much more likely to have the correct version ![Big Grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
BTW, that website GreatEmerald is using has source code extracted from an old version of XMP (original release?), not the lastest version, which causes some headaches. The only way I knew this was comparing it with the code I extracted. For example it doesn't have the FreeFall mutator, something that was added in a later patch that replaces the use of AsteroidGame.
Again as I explained in the original post, Unreal 2 NPC code was first investigated, and I spent a long time on it. It won't work on XMP, mainly due to some events that Unreal 2 calls on the Controllers are custom made = not from Epic, and not included in XMP.
It's nice to see people looking into the code
Keep at it and I'll answer questions and suggestions as much as I can.
BTW, that website GreatEmerald is using has source code extracted from an old version of XMP (original release?), not the lastest version, which causes some headaches. The only way I knew this was comparing it with the code I extracted. For example it doesn't have the FreeFall mutator, something that was added in a later patch that replaces the use of AsteroidGame.
Again as I explained in the original post, Unreal 2 NPC code was first investigated, and I spent a long time on it. It won't work on XMP, mainly due to some events that Unreal 2 calls on the Controllers are custom made = not from Epic, and not included in XMP.
It's nice to see people looking into the code
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