Arenas and/or Replacements - Stories and Facts

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Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Arenas and/or Replacements - Stories and Facts

Post by Nelsona »

More methods have been developed these years when was coming to replacing a stock weapon with another one child of stock weapon, there are methods for preventing a recursive crash replacement. Me one I don't have these even if my mods were using replacements EUT_Eightball, Eminigun2, EPulseGun.

You can enforce a double check at weapon, or you can use a sort of "first-check" method - perhaps is faster than a double check.
Let's see "mad" weapon definition:

Code: Select all

class AdvacedRocketLauncher expands UT_Eightball;
..
..
Crusher code is the simple code which is NOT RECOMMENDED:

Code: Select all

if (Other.IsA('UT_Eightball'))
{
	ReplaceWith(Other,"MyPackage.AdvancedRocketlauncher");
	return False;
}
This will cause a recursive replacement because AdvancedRocketlauncher is accomplishing test IF condition "(It is an Expanded (ut_Eighball))" and running code in infinity. UE1 will stop infinity at a number of such calls crashing game.
Some double check code would prevent a recursive replacement by testing weapon twice

Code: Select all

if ( AdvancedRocketLauncher(Other) == None && UT_EightBall(Other) != None ) //When replacement is a child, Not our weapon right now, but it's a parent which has to be replaced
{
	ReplaceWith(Other,"MyPackage.AdvancedRocketLauncher");
	return False;
}
Using "class" type replacement is not always healthy because the same ammo type used by a child class not mentioned can be removed/replaced causing weapon which was not replaced to do a recursive give-ammo problem or other when it wants to initialize operation - doubleenforcer empty crap uses the same ammo as enforcer which is replaced making a full mess if it's not replaced at once with parent class.
"First-check" method make code to finish replacement if weapon found is OUR weapon preventing future checks:

Code: Select all

//Position 1)
if (Other.IsA('AdvancedRocketLauncher'))
	return True;
...
//Next replacements
This initial check will throw out replacement function with a positive response without any future check. No pain, no headaches.
And then ?
And then pro coders don't need more such information as long as they know better what to do even having pro-replacements written, this information is basic for people writing some codes from time to time.

The rest of options for some weapon mod would need to take in account a "default weapon" as long as they might let pawns unarmed and complaining later for other reasons than their own reasons - XC_MonsterHunt was claimed as leaving pawn unarmed when was used with some CS mod. Oh well, XC_MonsterHunt in pure format is not letting pawn unarmed, here the problem has come with CS not XC_MonsterHunt because it was turning off any unknown weapon instead of replacing it/them properly. To not forget that XC_MonsterHunt has configurable replacements which can use all sort of weapons and ammo types, it's a matter of admin-knowledge. Button-Admin (no offenses) types capable to only start/stop server and editing some 3 lines in whatever INI file won't get what a configurable replacement is capable to do and how mobile and helpful is such a configuration. Here the stage need some attention, when pawn already has a replacement weapon, other weapon replaced with the same thing owned by perhaps should not have a duplicate copy - weapon without MyMarker.

Next type of modifiers might do delayed replacements allowing all weaponry to be initialized and figuring after a few milliseconds what weapon is where and what does it do in order to not break pawn's inventory chain.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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