View Full Version : UnrealScript & C++
-Chris-
08-31-2006, 01:11 PM
Is it possible for me to include C++ into my UnrealScript? And if so, how do I go about it?
Jrubzjeknf
08-31-2006, 02:02 PM
http://wiki.beyondunreal.com/wiki/Native_Coding
Wormbo
08-31-2006, 04:13 PM
Not if you want to code for UT2003/4. C++ headers are only available for Unreal1 and UT1.
-Chris-
09-01-2006, 05:03 AM
Yes I am only programming for UT2004.
Wormbo
09-01-2006, 05:09 AM
Then you're stuck with UnrealScript.
-Chris-
09-01-2006, 05:20 AM
Hmmph. So there is no way at all to incorperate C++ into my UnrealScript for UT2004?
Angel_Mapper
09-01-2006, 06:13 AM
For about $300,000, sure.
-Chris-
09-01-2006, 06:27 AM
What could I spend $300.00 on to use C++ with my UnrealScript (and around how much is $300.00 in British Pound Sterling)?
Shambler
09-01-2006, 06:57 AM
It's a comma not a dot ;) $300,000
Wormbo
09-01-2006, 07:31 AM
In words: three hundred thousand
-Chris-
09-01-2006, 07:41 AM
Ok... so if I spend this $300,000 what do I get? And how at 15 can I afford that?
Angel_Mapper
09-01-2006, 07:59 AM
An Unreal Engine license.
-Chris-
09-01-2006, 08:18 AM
Indeed. Well I do not think I will be doing that in a hurry :D
elmuerte
09-01-2006, 12:34 PM
with an unrealengine license you are still not allowed to create native mods for ut2004.
-Chris-
09-02-2006, 05:17 AM
Oh well. I will just have to keep with UnrealScript for now then.
BOZZO
09-11-2006, 03:52 PM
well,U can easy build a native defined object as I think many already know ,with Core 1 for Core 2(ut2004 -3369 for example).
for example elmuerte was the person who compiled binary WarLock (as i heard ,on that official site for,I don't know exactly)for a trust public release ,whatever,(well,I just supose was like that) and as I seen is just a native on Object.
but ,as he said and as I know(I seen on their official site) ,U need their writen permission somehow to build native ,for mutators,mods,whatever. for public release or not ,well i don't get full,amean based U are not allowed to use at all.
but I will use it for my private only anticheat. just conform arguments for Core 2. at Actors doesnt work at me at all ;any actor I touch it crash like hell ; ha ha ha. well a Object only may be usefull if U really need some C++>Uscript ;UScript >C++.
U*************************** yep ,guess !!!
here in UScript , BEGIN of scene.
here in UScript ,our i=5
here in UScript ,now I am going to call a native function defined in my object AUObject; obj_NATIVE(i)
here in C++ ; Entered C++ obj_NATIVE
here in C++ ; SALUT/HI here in C++ ;what's UP?!
here in C++ ; eventAObjLog is right now called;
here in UScript ,event AObjLog called from C++ ;our i =5
here in UScript ,my some_INT was updated to i value called from C++ :); some_INT= 5
here in UScript ,now updated value for some_INT in AUObject is: class'AUObject'.default.some_INT= 5
here in UScript , end of scene.
here in UScript , BEGIN of scene.
here in UScript ,our i=10
here in UScript ,now I am going to call a native function defined in my object AUObject; obj_NATIVE(i)
here in C++ ; Entered C++ obj_NATIVE
here in C++ ; SALUT/HI here in C++ ;what's UP?!
here in C++ ; eventAObjLog is right now called;
here in UScript ,event AObjLog called from C++ ;our i =10
here in UScript ,my some_INT was updated to i value called from C++ :); some_INT= 10
here in UScript ,now updated value for some_INT in AUObject is: class'AUObject'.default.some_INT= 10
here in UScript , end of scene.
Shambler
09-11-2006, 04:35 PM
.......eh?
-Chris-
09-14-2006, 01:19 PM
I do not mean to be nasty but: whatever you wrote, please write again in English, I didn't understand it at all.
BOZZO
09-14-2006, 03:31 PM
mean U want me to write with accent .sry pal,unavailable.
CAWeissen
09-27-2006, 07:37 PM
Which means a lot of freakin money.
Skrilax_CZ
01-01-2007, 01:04 PM
btw. I was searching inside ut99 headers for possible implementation of a latent function (using Sleep in unrealscript would be in this case awry). All I tried managed to be 'non-latent' (using more threads).
Wormbo
01-01-2007, 01:30 PM
What kind of feature are you trying to implement? And wouldn't it be easier to implement it so it calls an event function when it finishes?
Skrilax_CZ
01-01-2007, 02:31 PM
it is actually like Sleep until some contitions are met, but I need things to be sychnorised and prevent playerpawn creating a mess. Also the checking function process would be quite slow as it iterates a lot of objects.
Wormbo
01-03-2007, 11:48 AM
There's always the option of "while (someBooleanExpression) sleep(someSmallValueDependingOnRequiredAccuracy);"
Skrilax_CZ
01-05-2007, 03:47 PM
I see what I can do. Perhaps monitoring some certain fields might help. Else actually I might be able to calculate the exact time that the player sleeps
DartraKraft
01-20-2007, 06:15 PM
Well I have thought about writing a separate program that jacks the ut2k4 game loop to detect when the loop starts over. Then between cycles, searches the memory for things I want to write or read between frames. For example, variables that are used to write to a scripted texture. You could put this in a winamp plugin for example to animate textures to music.
Just a thought...:)
Of course a lot has to do with how UT manages memory, among other things.
Shambler
01-20-2007, 06:29 PM
Well the problem with that is it would most likely require a bit of reverse engineering and that's against the EULA...plus, unless a native mod is compiled by a trusted source in UT2004 (i.e. someone close to Epic) then people usually question the files legitimacy and advise against using it :) (mainly due to how easy it would be to code a cd key stealer within the file)
An alternative to what your talking about could be to use a UDPLink in UScript and code a winamp plugin to communicate through that. (the winamp plugin would carry the same concerns about trojans tho)
DartraKraft
01-20-2007, 06:51 PM
Reverse engineering would not be required (as in "dis-asm'ing" the exe). It would not make any mods to the exe or any other files used by UT. It just reads and writes to positions in the computer's memory. UT just so happens to be using that memory.
It's as simple as changing all text on the screen in different programs from "Microsoft" to "Microcrap":p
The UDPLink idea sounds pretty good too:)
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