That is CompaMut. It shows you an overlay of the map and the position of all the players. Also it shows you when 100a, 50a and DD will spawn and who took DD or who is boosting.
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1. Installation
2. Keyboard
3. Watching Demos
4. ini Settings
5. Known Bugs
6. Credits
1. INSTALLATION
To install, do the following steps:
- unzip all the files into your UT2004 directory. (Not your System directory,
there are textures installed since v0.4)
- if you're hosting a server, add CompaMut0_4 to your ServerPackages in your
ut2004.ini.
- if you want to use CompaMut when watching demos, follow the steps in point 3.
2. KEYBOARD
CompaMut supports three keys. Both of these can be configured in the standard
keyboard configurator or in your user.ini. The keys are:
- cmhugeminimap
Toggles between huge and small minimap
- cmshowinfo
Shows/Hides the information about players and icons
- cmsucks
Hides the display completely
3. WATCHING DEMOS
You can use CompaMut to watch demos, even those that were not recorded with
CompaMut. For this to work, you need to open your user.ini and replace _every_
line that looks like this:
DemoMenuClass=GUI2k4.UT2K4DemoPlayback
so that it looks like this (replace the version number to your current version):
DemoMenuClass=CompaMut0_4.CompaDemoPage
The default windows editor (Notepad for you pr0s) does this fine with its
replace dialog.
You need to do this every time you install a new version of CompaMut.
NOTE: YOU WILL ONLY SEE COMPAMUT AFTER PRESSING YOUR DEMOMENU KEY THE FIRST TIME.
(ESCAPE would be the default key for this.)
4. INI SETTINGS
(This is for experts, so it doesn't matter if you don't get it.)
The following settings can be applied to your ut2004.ini to configure CompaMut.
Those settings are NOT SUPPORTED and if they don't do what you think they do or
what's written here, erase them from your ini again.
Note that again, you need to use the correct version in the entries.
[CompaMut0_4.CompaHUD]
This is the overlay.
bAlwaysShow=False
boolean
If enabled, it shows the overlay even for players. Not to you cheaters: This is
overridden by server settings.
bSucks=False
boolean
If enabled, hides the display completely. Is toggled by the "cmsucks" command.
[CompaMut0_4.CompaInfoBox]
This is the base info for all CompaBox* entries. All values described here are
valid for them, too. It's no use changing them in this section, change them where
they matter. They're just described here. If a value is given, it is the default.
bVisible=True
boolean
Whether this component is visible.
alignX=0.5
alignY=0.5
float from 0.0 to 1.0
Where on the free space of the screen is this box placed. 0 is left/top, while
1 is right/bottom. Note that the free space is reduced by the properties below.
spaceTop=0.0
spaceBottom=0.0
spaceLeft=0.0
spaceRight=0.0
float from 0.0 to 1.0
How much of the screen is never used by this element. If you for example set
spaceTop to 0.1, the top 10% will always be kept blank, no matter the align
values.
alphaHidden=150
byte
alpha value used by "hidden" elements. THis is for example a pickup on the
minimap, when it's not available.
bgColor
fgColor
array<Color>
color array for team colors. bgColor are background colors (semi-transparent)
while fgColor are the foreground colors.
The array entries are used like this:
0: red team
1: blue team
2: no team
[CompaMut0_4.CompaBoxPlayer]
This is the overlay for the top left player list. All entries from CompaInfoBox
apply here, too, though some have different defaults.
maxNameLength=10
integer
Maximum number of characters printed in the player list. This is mainly to
avoid the list getting too big.
[CompaMut0_4.CompaBoxPickups]
This is the overlay for the bottom right pickups list. All entries from
CompaInfoBox apply here, too, though some have different defaults.
[CompaMut0_4.CompaBoxMap]
This is the base element used for maps. You probably don't want to set the
properties here, but in the actually used sections described below. All entries
from CompaInfoBox apply here, too, though some have different defaults.
mapScale = 1.0
float from 0.0 to 1.0
amount of the screen that is taken up by the map.
[CompaMut0_4.CompaBoxMiniMap]
This is the mini map in the top right. All entries from CompaBoxMap apply here,
too, though some have different defaults. This section doesn't add more
entries.
[CompaMut0_4.CompaBoxMaxiMap]
This is the huge map you get when you press the "toggle map view" key. All
entries from CompaBoxMap apply here, too, though some have different defaults.
This section doesn't add more entries.
[CompaMut0_4.CompaBoxIntro]
This is the overlay for the bottom right pickups list. All entries from
CompaInfoBox apply here, too, though some have different defaults.
displayTime=5.0
float
Time in seconds that the intro box is displayed while slowly fading out.
boxScale=0.35
float form 0.0 to 1.0
Amount of screen taken by the intro.
displayText="CompaMut v0.1"
string
Message that is displayed above the intro picture.
[CompaMut0_4.CompaEventSource]
This is the base class for events you see in the bottom right corner.
watchSource=-1.0
float
How to react to clicking this event:
<0>0 - Watch the source in behindview with this distance
ratingModifiers=
array of struct { String type; float modifier }
Modifies this event for the given game type by a factor of modifier. Use this
if you want to not see or emphasize certain events in specific game types.
Example: ratingModifiers(0)=(type="Onslaught.ONSOnslaughtGame",modifier=0.0)
This disables the given event in Onslaught games.
[CompaMut0_4.CompaEventScores]
This is the event that regularly updates how much the scores change. All
entries from CompaEventSource apply here, too, though some have different
defaults.
updateTime=60
float
number of game seconds until this event is shown again.
displayTime=10
float
number of game seconds this event is shown
maxArrowDiff=5
float
score difference that will make an arrow show its maximum difference
[CompaMut0_4.CompaEventPickup]
This is the event that times pickups. All entries from CompaEventSource apply
here, too, though some have different defaults.
[CompaMut0_4.CompaEventONSNode]
This is the event that shows Onslaught power nodes. All entries from
CompaEventSource apply here, too, though some have different defaults.
[CompaMut0_4.CompaEventONSCore]
This is the event that shows Onslaught power cores. All entries from
CompaEventONSNode apply here, too, though some have different defaults.
[CompaMut0_4.CompaEventTrueFalse]
This is a base class for events that are either active or not active. All
entries from CompaEventSource apply here, too, though some have different
defaults.
activeRating=0.0
float
score for the event when it is active.
inactiveRating=0.0
float
score for the event when it is inactive.
[CompaMut0_4.CompaEventAmp]
This is the event that shows the player with the amp. All entries from
CompaEventTrueFalse apply here, too, though some have different defaults.
[CompaMut0_4.CompaEventBooster]
This is the event that shows players with the booster. All entries from
CompaEventTrueFalse apply here, too, though some have different defaults.
[CompaMut0_4.CompaMap]
This manages the maps that are loaded.
maps=
array of struct { String match, String map, IntBox mapUsed, Box levelUsed }
These values are complex but describe everything that is needed for displaying
a minimap. The first map to have a correct match is used.
The values of the struct are (examples given for the Rankin entry):
match="Rankin"
case insensitive match to the level name. The match is done using InStr, so
in this case it's the same as when searching for files with "*Rankin*".
map="CompaMutRankin.Rankin"
The texture to be loaded. If the texture resides in a package, it is
automatically added to the server's packages, so clients receive the map
image in advance.
mapUsed=(x1=0,y1=0,x2=512,y2=404)
The part of the texture above that is to be used for rendering.
NOTE: Currently X1 and Y1 must be set to 0.
levelUsed=(min=(x=-900,y=-2700,z=-630),max=(x=4800,y=1735,z=0)))
Size of the level corresponding to the map image. When present, the z values
are used to automatically assign sizes to the player markers in the big
minimap.
5. KNOWN BUGS
These are bugs we have not been able to work around:
- You need to press ESC when viewing demos to enable CompaMut.
- If you don't add CompaMut to your server's ServerPackages, demos will be broken.
- Yes we can count. CompaMut counting down the amp is correct. Use a stop watch.
- Item timing in demo playback is not correct when replay speed is not "1x"
- Ampplayer is not marked in Demoplayback
6. CREDITS
CompaMut was done by:
Benjamin Otte - Company - coding
Gideon Otte - |JP|inSi - graphics
Lutz Enke - Lutz| - graphics
Visit us on IRC at irc.quakenet.org channel #respawnkiller
Special thanks go to:
Wormbo for answering all the questions about UnrealScript
Winneh for the homepage (if it goes life ;))
Daddy for the testing server
suelzb0t for providing us with the IRC channel