View Full Version : Coding new pickup
Taboen
11-19-2007, 11:48 AM
If I want to code a custom pickup, like an all in one pickup, which gives invis + juggernaut or something. Can I just open the editor and edit a existing pickup using unrealscript and implement that directly in a map?
Or do I have to make a mutator and do people have to run that mutator in order to the pickup to work?
KewlAzMe
11-19-2007, 11:56 AM
You'd need to make a mutator for that, unless you are making a custom map that would exclusively offer that pickup... then you'd make an in-map mutator.. but then only that map would offer that pickup.
Usually when making new pickups, you would need to use existing map pickup spawn areas and replace them with your new pickup. So in your code you would replace all udamage pickup spots with your new pickup. Or you could randomize the spot to sometimes spawn udamage and sometimes spawn the new one.
Taboen
11-19-2007, 01:30 PM
Ok thanks for the information. I would like a map that only offers that certain pickup. So how do I make an in-map mutator? And also, I would like to add this pickup not replace an existing one.
KewlAzMe
11-19-2007, 01:52 PM
Well then you just need to create a map with the pickup spawn pads and set the spawn pad to use your pickup. I've never created a map with built in mutator specific for the map itself, but it is done quite often so I'm sure someone will be able to help.
Check the wiki at beyondunreal or search the BU coding forums for examples of how it was done in UT2004 and UT99.
porcup!ne
11-19-2007, 10:21 PM
Ok thanks for the information. I would like a map that only offers that certain pickup. So how do I make an in-map mutator? And also, I would like to add this pickup not replace an existing one.
pretty easy to do. I am not familiar with how it will be done in UT3, but I have coded several custom pickups/weapons and embedded them into maps in utk4.
i'm guessing it will consist of simply sub-classing an existing pickup class and the weaponbase that spawns it. the process of doing this in uengine 3 is the only ? i have at this point.
I plan on popping open the source code tomorrow... once i install the game and frag for a few hours of course. I'll let you know my findings.
KewlAzMe
11-19-2007, 10:36 PM
You'll be happy to know that not much has changed... some minor naming changes
(Level -> Worldinfo)
(Game -> UTGame)
(ControllerList -> AllControllers) (I think)
porcup!ne
11-19-2007, 10:39 PM
thats good to hear. I've got a couple weapons i'm thinking about remaking for ut3
Taboen
11-20-2007, 03:42 AM
How to get the source code? :p
Taboen
11-20-2007, 04:16 AM
Ok right I still need the source code, besides that.
The way to make a subclass is different now. I made some screenshots on how to do, I did not get access to the code though. There should be some way around that, probably outside the editor.
http://downloads.ii-clan.com/UEDscreen1.JPG
http://downloads.ii-clan.com/UEDscreen2.JPG
http://downloads.ii-clan.com/UEDscreen3.JPG
go to file > Export All...
scripts will be placed in My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\
porcup!ne
11-20-2007, 11:25 AM
this can take some time when you export all, but it will be worth it. i'm guessing that epic will eventually release a downloadable copy of the source code as well... going on past experience of course.
Here's a general question for everyone reading this, does "mylevel" still work to embed stuff into a map?
Taboen
11-20-2007, 11:37 AM
not mylevel, but its seems to do the same when you take the exact mapname for the package. For instance package: CTF-MapImMaking
Thanks for the tip on source code.
Question: Can I add a slowcube standardly to a map, just like eg. water?
KewlAzMe
11-20-2007, 12:04 PM
Export all only took like 3 min on my 2.0Ghz pc. Shouldn't be bad.
Speaking of slowcube.. how do they work? I was playing campaign and all of a sudden I saw one start growing.. but how did it get there?
Taboen
11-20-2007, 01:10 PM
Export all only took like 3 min on my 2.0Ghz pc. Shouldn't be bad.
Speaking of slowcube.. how do they work? I was playing campaign and all of a sudden I saw one start growing.. but how did it get there?
There is a weapon called Deployable Slowvolume, when you have that weapon you cannot access any other weapon till you fire the slowvolume, it drops and makes a temporary slowcube. In the slowcube everything goes slow, your movement, weapon projectiles and even sound. I am interested in making a DM map where there is a standard clowcube with a redeemer in the middle. I am trying to figure out how to place a slowcube in a map, I've tried different kind of volumes and settings but it does not seem to excist. If anyone knows how, please share.
Oh you can also summon a slowcube in an offline botmatch: summon utgamecontent.utslowvolume_content
KewlAzMe
11-20-2007, 01:39 PM
I know what hte slow volume does, i just didnt know it was a separate weapon.. thought it was ammo for the avril or something like the Spider mines... or some kind of pickup.
I'll have to keep an eye out for that weapon.
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