My program doesn't have bugs. It just develops random features.
Legacy:Dezro/99 Bottles
Sing 99 Bottles of Beer[edit]
And this is the last place I'm putting this thing. I swear.
Inspired by http://99-bottles-of-beer.ls-la.net/
// 99 Bottles of Beer, in UnrealScript. Sings to every player // simultaneously. Written for UT2003, but would work on other Unreal // Engine games with little to no modification. // Probably works on a network. I haven't checked. // Written by "Dezro" Dave Smith: dezro@mac.com class MutBottlesBeer extends Mutator; var int StartingBottles; var int CurrentBottle; var int SongLine; var bool Begun; var bool StopSong; function ModifyPlayer(Pawn Other) { Super.ModifyPlayer(Other); if (!Begun) { CurrentBottle = StartingBottles; SetTimer(1.5, true); Begun = true; } } function Timer() { local Controller C; local bool PassAround; if (StopSong) { SetTimer(0.001, false); return; } for (C = Level.ControllerList; C != None; C = C.NextController) { Switch (SongLine) { Case 0: if (CurrentBottle == 1) C.Pawn.ClientMessage("One bottle of beer on the wall,"); else C.Pawn.ClientMessage(CurrentBottle $ " bottles of beer on the wall,"); Break; Case 1: if (CurrentBottle == 1) C.Pawn.ClientMessage("One bottle of beer."); else C.Pawn.ClientMessage(CurrentBottle $ " bottles of beer."); Break; Case 2: if (CurrentBottle == 1) C.Pawn.ClientMessage("Take it down, pass it around,"); else C.Pawn.ClientMessage("Take one down, pass it around,"); PassAround = true; Break; Default: if (CurrentBottle == 1) C.Pawn.ClientMessage("One bottle of beer on the wall."); else if (CurrentBottle < 1) { C.Pawn.ClientMessage("No more bottles of beer on the wall!"); StopSong = true; } else C.Pawn.ClientMessage(CurrentBottle $ " bottles of beer on the wall."); Break; } } if (PassAround) { CurrentBottle--; PassAround = false; } SongLine++; if (SongLine > 3) SongLine = 0; } defaultproperties { FriendlyName="99 Bottles" Description="Sings to you during the battle." StartingBottles = 99 }
Comments[edit]
Wormbo: Nice. Actually you could optimize and localize it with LocalMessages, since the song also exists in other languages. :)
Tarquin: Submit it to http://99-bottles-of-beer.ls-la.net/ ! Can you have arrays of strings? Might be neater than using the "switch" statement.
Dezro: I've already submitted it. I didn't use LocalMessages, since I wanted to keep it down to one file. I didn't use string arrays, because I didn't think of it. I should have... I could have added some customization if I went that route, too, which would make up for the lack of localization a bit. Ah, well.
Ike Bart: I tried to compile it in UnrealEd 2 and I got an error on line 29. It said: Error in MutBottlesBeer, Line 29: Unrecognized type 'Controller.' Since I'm an absolute newbie at Unreal script for Unreal Tournament, I'd like to know what to do to make it compatible with Unreal Tournament.
Dezro: That's the "little modification" I was talking about. UT1 doesn't use the pawn/controller setup, so you'd have to change some things. Make the following changes to the code:
Wherever you find this | Replace it with this |
local Controller C; | local Pawn P; |
for (C = Level.ControllerList; C != None; C = C.NextController) | for (P = Level.PawnList; P != None; P = P.NextPawn) |
C.Pawn.ClientMessage | P.ClientMessage |
Ike Bart: After making those changes, I get an error message at line 84. It said: Error in MutBottlesBeer, Line 84: Unexpected 'defaultproperties'
Dezro: That's a different problem. You're not supposed to use UnrealEd when coding. If you stll want to, remove the "var int StartingBottles;" line, replace every other instance of "StartingBottles" with 99, and delete the "defaultproperties" block. It'll compile after that, probably.
Ike Bart: Thanks for the suggestion, Dezro. I got UnrealEd to compile the script after following your suggestions. Now I have to test it out in Unreal Tournament. I hope I made the .ini file for it correctly.
Ike Bart: I tested it out in Unreal Tournament and it works. It took around nine minutes to finish off all 99 bottles of beer.