Why doesnt this work online? ?

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gor

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Dec 30, 2001
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Thanks for the help so far,

Ive got a pickup subclass and have copied then modified the standard invis code for my needs..

I also made one of those player starts (from another thread) that spawns you with the pickup..

OK 2 probs :

1.When you first enter the game you dont get my pickup, only when you respawn.

2.If I join a dedicated server then my view doesnt go foggy like invis usually does ? - everything else like the messages work though..

Also can anyone tell me how i would message someones name in it ?
Like so when a player recieves my pickup i could message players to say: 'so and so' " just respawned."

------------------------------------------------------------------------------------
Code:
//=============================================================================
// SFInvSpawn.
//=============================================================================
class SFInvSpawn expands Pickup;

var byte TempVis;
var() localized string TimeMessage[2];
var int TimeCharge, RemainingTime;

function Invisibility (bool Vis)
{ 
	if (Pawn(Owner)==None) Return;

	if( Vis )
	{
		PlaySound(ActivateSound,,4.0);
		if ( PlayerPawn(Owner) != None )		
			PlayerPawn(Owner).ClientAdjustGlow(-0.15, vect(156.25,156.25,351.625));
		Pawn(Owner).Visibility = 10;
		Pawn(Owner).bHidden=True;
		if ( Pawn(Owner).Weapon != None )
			Pawn(Owner).Weapon.bOnlyOwnerSee=False;			
	}
	else
	{
		PlaySound(DeActivateSound);
		if ( PlayerPawn(Owner) != None )		
			PlayerPawn(Owner).ClientAdjustGlow(0.15, vect(-156.25,-156.25,-351.625));	
		Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility;
		if ( Pawn(Owner).health > 0 )
			Pawn(Owner).bHidden=False;
		if ( Pawn(Owner).Weapon != None )
			Pawn(Owner).Weapon.bOnlyOwnerSee=True;
	}
}

state Activated
{
	function endstate()
	{
		Invisibility(False);
		bActive = false;
	}

	function Timer()
	{
		Owner.bHidden=True;		
		Pawn(Owner).Visibility = 10;	
		bActivatable = False;
		
			TimeCharge++;
			if (TimeCharge > 10)
			{	
				Pawn(Owner).ClientMessage(ExpireMessage);	
				if ( Pawn(Owner) != None )
				{
						Pawn(Owner).NextItem();
						
						if (Pawn(Owner).SelectedItem == Self) 
						{
							Pawn(Owner).NextItem();	
							if (Pawn(Owner).SelectedItem == Self) Pawn(Owner).SelectedItem=None;
						}
				}
				Owner.PlaySound(DeactivateSound);
				Destroy();
			}	 
			if ( TimeCharge <= 10 )
			{
				RemainingTime--;
					switch (RemainingTime)
					{
						case 10:
						Pawn(Owner).ClientMessage(PickUpMessage, 'CriticalEvent');
						break;
						case 8:
						Pawn(Owner).ClientMessage(TimeMessage[0]);
						break;
						case 5:
						Pawn(Owner).ClientMessage(TimeMessage[1], 'CriticalEvent', True);
						break;
						case 4:
						Pawn(Owner).ClientMessage(TimeMessage[0], 'CriticalEvent', True);
						break;
						case 3:
						Pawn(Owner).ClientMessage(TimeMessage[0], 'CriticalEvent', True);
						break;
						case 2:
						Pawn(Owner).ClientMessage(TimeMessage[0], 'CriticalEvent', True);
						break;
						case 1:
						Pawn(Owner).ClientMessage(TimeMessage[0], 'CriticalEvent', True);
						break;
											
					}
			}
	}

	function BeginState()
	{
		Invisibility(True);
		TimeCharge = 0;
		RemainingTime = 11;
		SetTimer(1.0,True);
	}
}

state DeActivated
{
Begin:
}

------------------------------------------------------------------------------------
//=============================================================================
// SFStart.
//=============================================================================
class SFStart expands PlayerStart;

function PlayTeleportEffect(actor Incoming, bool bOut)
{
     local SFInvSpawn SR;

     if ( Level.Game.bDeathMatch && Incoming.IsA('PlayerPawn') )
         PlayerPawn(Incoming).SetFOVAngle(135);
     Level.Game.PlayTeleportEffect(Incoming, bOut, Level.Game.bDeathMatch );

     if(Incoming.IsA('Pawn') 
         && Pawn(Incoming).bIsPlayer 
         && Pawn(Incoming).FindInventoryType(class'SFInvSpawn') == None)
     {
          SR = Spawn(class'SFInvSpawn', Incoming,,Incoming.Location);
          SR.GiveTo(Pawn(Incoming));
          SR.bHeldItem = True;
          SR.Activate();

          Pawn(Incoming).SwitchToBestWeapon();
     }
}
 
Last edited:

gor

New Member
Dec 30, 2001
40
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AUS
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thanks, much better.

Any ideas for my code ?

I just tried subclassing the invis itself
and without putting in any code i tried to use it online
and same thing ! your vision doesnt go foggy ??

must be some special reference directly to the invis code or something like that ?? beats me !! HELP ! :)