PDA

View Full Version : Exporting the Scripts



whitfield
11-20-2007, 01:37 PM
Took me a little bit to figure this out, so I thought it may be of use to someone.

Open Unreal Editor either via the shortcut labeled "Unreal Tournament 3 Editor" in your start menu or by creating a shortcut of the UT3.exe and editing the shortcut path so the word editor appends the path:

"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" editor

Following that, you should be shown the Generic Browser window(at least I was). If you aren't shown the Generic Browser window, click the icon labeled... yes... Generic Browser window! I attached a picture of what it looks like.

http://www.demdev.com/unreal/generic_browser.gif

Once here, click on the actor classes tab.

http://www.demdev.com/unreal/actor_classes.gif

Finally, goto File->Export All Scripts

http://www.demdev.com/unreal/export_all_scripts.gif

This will create a folder called ExportedScript in your equivalent directory to:

C:\Documents and Settings\YOUR USER NAME\My Documents\My Games\Unreal Tournament 3\UTGame

You are ready to begin on your coding journey. Good luck.

Dekrayzis
11-20-2007, 08:46 PM
Yea, and lets hope it recompiles properly unlike UT2004s when extracting from Unrealed.
If not we'll just have to wait till they release the source code.

r1esG0
11-21-2007, 06:40 AM
claaaaaaaasic,

i was afraid, i still have not the game in my hands and no one over here said this could be done,

although i expected to be so.

Gugi
11-21-2007, 07:00 AM
Yea, and lets hope it recompiles properly unlike UT2004s when extracting from Unrealed.
If not we'll just have to wait till they release the source code.

Why would you want to recompile the orginal files?
Anyway, this doesn't seem to be the case:
Every actor in the exported scripts have the following (or something similar) in the defaultproperties:

Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Mutator: Sprite'
ObjectArchetype=SpriteComponent'Engine.Default__Mu tator:Sprite'
End Object
Components(0)=Sprite
Name="Default__UTMutator"
ObjectArchetype=Mutator'Engine.Default__Mutator'

If you include this in your own scripts, you get an compile-error. Thus this seems to be automatically appended, but can't be recompiled.

Dunno, why this is so... why would an abstract class, for example, need a sprite???

Dunno, about the name and the ObjectArchetype thingy... for what are they there?

KewlAzMe
11-21-2007, 08:07 AM
Why would you want to recompile the orginal files?
Anyway, this doesn't seem to be the case:
Every actor in the exported scripts have the following (or something similar) in the defaultproperties:

Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Mutator: Sprite'
ObjectArchetype=SpriteComponent'Engine.Default__Mu tator:Sprite'
End Object
Components(0)=Sprite
Name="Default__UTMutator"
ObjectArchetype=Mutator'Engine.Default__Mutator'

If you include this in your own scripts, you get an compile-error. Thus this seems to be automatically appended, but can't be recompiled.

Dunno, why this is so... why would an abstract class, for example, need a sprite???

Dunno, about the name and the ObjectArchetype thingy... for what are they there?

It's funny... i notice that too.. when I try to recompile with that "Begin/End" thing.. but then i checked some other mutators out there and I see they added it successfully. Like the MultiDodgeJump has it in both of its files. I had to comment it out in my Quadjump and Multijump mutators to get them to not give an error.

Henrik
11-21-2007, 08:44 AM
You must remove the "class=" part in objects to get them to compile, read UT3 make error output, it explains it in better detail.

Wormbo
11-21-2007, 02:27 PM
Never EVER(!!!!) compile the original or exported source files! You will break the game and have to reinstall. Unreal modding just doesn't work that way.

KewlAzMe
11-21-2007, 02:52 PM
Never EVER(!!!!) compile the original or exported source files! You will break the game and have to reinstall. Unreal modding just doesn't work that way.

Yea, the game actually asked me to do that once... not sure why.... i said no and it didn't ask me again. Once again, another bit of info that needs to be better documented or the not-so-proficient gamer is going to think "Oh yay a new update from Epic" and screw his game.

My advice... Set all the files in the game directory to Read only until you are installing a new patch.. then after you install the new patch. .. set to read only again.

kisk
11-21-2007, 08:25 PM
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Mutator: Sprite'
ObjectArchetype=SpriteComponent'Engine.Default__Mu tator:Sprite'
End Object
Components(0)=Sprite
Name="Default__UTMutator"
ObjectArchetype=Mutator'Engine.Default__Mutator'
If you include this in your own scripts, you get an compile-error. Thus this seems to be automatically appended, but can't be recompiled.

Dunno, why this is so... why would an abstract class, for example, need a sprite???

All "Begin Object [...] End Object" is inherited when you subclass, so there is no need to include it in your mutators. If you do, at least take out the 'class=' part.

Dekrayzis
11-22-2007, 01:22 PM
Never EVER(!!!!) compile the original or exported source files! You will break the game and have to reinstall. Unreal modding just doesn't work that way.

Yea I know, it was 1am and was pretty much tired when i posted that.

*Mental note* Don't post when Half dead.:o