- Adding Self-Packaging feature for these XC Servers supporting this toy or we do have already too many such queries ? ServPackager (if I well recall the name) can already manage such a task;
- Adding a "calculator" for presenting distance to goal (in paths not a direct line) - Is it even needed ?
- Sounds at switching routes ? (I mean stock) - A combination with orders, Monsters, Flags, whatever ?
- Admin commands that can enable/disable this mod if a moron is abusing it ? If admin is not in game it is an useless feature - perhaps a timer kicking player doing excessive mutate commands - preventing other such "mutate" mods to be abused as well...
Misc techs:
I had to power up a bit network properties because replication doesn't seems too helpful especially with RouteCache[0] and I don't get why.
In network games arrows might still lack in replicating rotation for some reason - monsters using the same frequency and lower priority are acting much better - XC replication not requested "bandwidth saver" or lags or my ISP is trashing my connections ?
Mutator loaded through others don't seems very active unless I drop it on top - using MapVote - it was talking about routes but without to show them. It worked almost well on top of mutators (still a few rotation borks - do I need a delay between mesh switch and rotation directive ?).
Edit:
Solved Some location problem - not all issues with rotation. Certain properties are replicated for actor if this is not hidden. In code we have to move actor and then hide it unless we might have Location replication issues...
Code: Select all
unreliable if( Role==ROLE_Authority ) //All these are unreliable - your network issues will go visible at random - already figured
bHidden, bOnlyOwnerSee;
unreliable if( Role==ROLE_Authority )
Texture, DrawScale, DrawType, Style;
unreliable if( DrawType==DT_Sprite && !bHidden && (!bOnlyOwnerSee || bNetOwner) && Role==ROLE_Authority) //Cough Nelsona
Sprite;
Code: Select all
unreliable if( !bCarriedItem && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
Location;
unreliable if( !bCarriedItem && (DrawType==DT_Mesh || DrawType==DT_Brush) && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority )
Rotation;
unreliable if( RemoteRole==ROLE_SimulatedProxy )
Base;