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View Full Version : Error in compiling a weapon


D3cay
11-21-2007, 12:15 PM
I am fairly familiar with making weapon/mutators in UT2004 and I wanted to make a weapon for my clan in UT3. I have edited all the files needed for the weapon but when I try to compile I get these errors.

c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAmmo_ARC
zark.uc(12) : Error, BEGIN OBJECT: The component name PickupLightEnvironment is
already used (if you want to override the component, don't specify a class):
Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment
ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame
.Default__UTAmmoPickupFactory:PickupLightEnvironme nt'
c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAttachme
nt_ARCzark.uc(58) : Error, BEGIN OBJECT: The component name SkeletalMeshComponen
t0 is already used (if you want to override the component, don't specify a class
): Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjNa
me=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UT Weap
onAttachment:SkeletalMeshComponent0'
c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTWeap_ARC
zark.uc(521) : Error, BEGIN OBJECT: The component name FirstPersonMesh is alread
y used (if you want to override the component, don't specify a class): Begin
Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMes
h Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'



I cant seem to figure out how to get around this, any help would be great.

Mysterial
11-21-2007, 12:54 PM
You shouldn't include the Class= part of the Begin Object declaration if you are overriding an object defined in a superclass.

SwaTz0rs
11-21-2007, 01:52 PM
there is already a zark
http://forums.epicgames.com/showthread.php?t=585651

D3cay
11-21-2007, 02:24 PM
there is already a zark
http://forums.epicgames.com/showthread.php?t=585651

Yeah, but there a few things I didnt like about it for my needs.

SwaTz0rs
11-21-2007, 02:54 PM
well tell me what u don't like ... my version is still veryvery beta.... needs lots of improvement

D3cay
11-21-2007, 03:22 PM
well tell me what u don't like ... my version is still veryvery beta.... needs lots of improvement

Oh its not that I dont like it, its just we are used to more ammo, and less damage. I tried compiling my own, and when I do weapon replacement no weapon shows up, I just walk around with my arms out. I also tried decompiling yours and changed ammo/damage, and when I recompiled I still get nothing but my arms out. Its kinda getting frustrating :(

SwaTz0rs
11-21-2007, 04:16 PM
that sounds like u deleted the whole mesh classes..

c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTWeap_ARC
zark.uc(521) : Error, BEGIN OBJECT: The component name FirstPersonMesh is alread
y used (if you want to override the component, don't specify a class): Begin
Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMes
h Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'

that means that u have to go to line 521 and delete the 'class=' from Object Class=UTSkeletal....

D3cay
11-21-2007, 04:56 PM
Oh thanks, I was deleting Class=UTSkeletalMeshComponent instead of just class=. Now when I just delete class= there is a different error on the object UTAnimNodeSequence. If I dont have class error there, it gives me an unknown class error saying I need to have a class=. If I add class= it says

c:\Program Files\Unreal Tournament 3\Development\Src\ARC_Zark\Classes\UTAttachme
nt_ARCzark.uc(59) : Error, BEGIN OBJECT: name MeshSequenceA redefined: Begin
Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archet
ype=UTAnimNodeSequence'UTGame.Default__UTWeaponAtt achment:MeshSequenceA'


I tried just commenting this out but when I do I still get that running around without a weapon stuff.

SwaTz0rs
11-21-2007, 05:25 PM
this is just the utattachment file... the file which is causing the problem (hands only) is the actual weapon file.. Post your defaultproperties

D3cay
11-21-2007, 05:29 PM
Here is my default properties for the UTWeap file

defaultproperties
{
HeadShotDamageType=Class'ARC_Zark.UTDmgType_ARCzar kHeadShot'
HeadShotDamageMult=4.000000
HudMaterial=Texture2D'WP_SniperRifle.Textures.T_Sn iperCrosshair'
TeamSkins(0)=Material'WP_SniperRifle.Materials.M_W P_SniperRifle'
TeamSkins(1)=MaterialInstanceConstant'WP_SniperRif le.Materials.M_WP_SniperRifle_Blue'
SlowHeadshotScale=1.750000
RunningHeadshotScale=0.800000
bDisplayCrosshair=True
ZoomLoopCue=SoundCue'A_Weapon_Sniper.Sniper.A_Weap on_Sniper_ZoomLoop_Cue'
FadeTime=0.300000
bWarnIfInLocker=True
bSniping=True
bTargetFrictionEnabled=True
bTargetAdhesionEnabled=True
AmmoCount=250
LockerAmmoCount=100
MaxAmmoCount=500
IconX=451
IconY=448
IconWidth=54
IconHeight=51
IconCoordinates=(U=726.000000,V=532.000000,UL=165. 000000,VL=51.000000)
CrossHairCoordinates=(U=256.000000)
InventoryGroup=9
bZoomedFireMode(0)=0
bZoomedFireMode(1)=1
ZoomedTargetFOV=12.000000
ZoomedRate=30.000000
AttachmentClass=Class'ARC_Zark.UTAttachment_ARCzar k'
GroupWeight=0.500000
QuickPickGroup=7
QuickPickWeight=0.800000
ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_Snip erRifle_1P_Arms'
WeaponFireSnd(0)=SoundCue'A_Weapon_Sniper.Sniper.A _Weapon_Sniper_Fire_Cue'
WeaponPutDownSnd=SoundCue'A_Weapon_Sniper.Sniper.A _Weapon_Sniper_Lower_Cue'
WeaponEquipSnd=SoundCue'A_Weapon_Sniper.Sniper.A_W eapon_Sniper_Raise_Cue'
WeaponColor=(B=64,G=0,R=255,A=255)
MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRif le.Effects.P_WP_SniperRifle_MuzzleFlash'
MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleF lashLight'
LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
CurrentRating=0.700000
aimerror=900.000000
ZoomedTurnSpeedScalePct=0.450000
TargetFrictionMultiplierRange=(X=0.100000,Y=0.2000 00)
TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=40.0 00000)
FiringStatesArray(1)="Active"
FireInterval(0)=0.330000
FireInterval(1)=0.330000
InstantHitDamage(0)=70.000000
InstantHitMomentum(0)=10000.000000
InstantHitDamageTypes(0)=Class'ARC_Zark.UTDmgType_ ARCzarkPrimary'
InstantHitDamageTypes(1)=None
EquipTime=0.600000
PutDownTime=0.450000
bInstantHit=True
Begin Object UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'
FOV=65.000000
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_W P_SniperRifle_1P'
/* Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNod eSequence'
Name="MeshSequenceA"
ObjectArchetype=AnimNodeSequence'Engine.Default__A nimNodeSequence'
End Object
Animations=AnimNodeSequence'UTGame.Default__UTWeap _SniperRifle:MeshSequenceA' */
AnimSets(0)=None
bForceUpdateAttachmentsInTick=True
Scale=1.500000
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Def ault__UTWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Priority=4.100000
AIRating=0.700000
ItemName="[ARC] |ZARK|"
MaxDesireability=0.630000
PickupMessage="[ARC] |ZARK|"
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Picku p_Weapons_Sniper_Cue'
Begin Object SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UT Weapon:PickupMesh'
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_W P_SniperRifle_3P_Mid'
ObjectArchetype=SkeletalMeshComponent'UTGame.Defau lt__UTWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTWeap_ARCzark"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}


Here is for the Attachment

defaultproperties
{
TracerTemplate=ParticleSystem'WP_SniperRifle.Effec ts.P_WP_SniperRifle_Beam'
TeamSkins(0)=Material'WP_SniperRifle.Materials.M_W P_SniperRifle'
TeamSkins(1)=MaterialInstanceConstant'WP_SniperRif le.Materials.M_WP_SniperRifle_Blue'
Begin Object SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UT WeaponAttachment:SkeletalMeshComponent0'
Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWea ponAttachment:MeshSequenceA'
ObjectArchetype=UTAnimNodeSequence'UTGame.Default_ _UTWeaponAttachment:MeshSequenceA'
End Object
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_W P_SniperRifle_3P_Mid'
Animations=UTAnimNodeSequence'ARC_Zark.Default__UT Attachment_ARCzark:SkeletalMeshComponent0.MeshSequ enceA'
CullDistance=5000.000000
CachedCullDistance=5000.000000
ObjectArchetype=SkeletalMeshComponent'UTGame.Defau lt__UTWeaponAttachment:SkeletalMeshComponent0'
End Object
Mesh=SkeletalMeshComponent0
MuzzleFlashSocket="MuzzleFlashSocket"
MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRif le.Effects.P_WP_SniperRifle_3P_MuzzleFlash'
bMakeSplash=True
MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleF lashLight'
MuzzleFlashDuration=0.330000
ImpactEffects(0)=(MaterialType="Dirt",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactDirt_Cue',DurationOfDecal=4.000000,Deca lDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(1)=(MaterialType="Gravel",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactDirt_Cue',DurationOfDecal=4.000000,Deca lDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(2)=(MaterialType="Sand",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactDirt_Cue',DurationOfDecal=4.000000,Deca lDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(3)=(MaterialType="Dirt_Wet",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactMud_Cue',DurationOfDecal=4.000000,Decal DissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(4)=(MaterialType="Energy",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactEnergy_Cue',DurationOfDecal=4.000000,De calDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(5)=(MaterialType="WorldBoundary",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactEnergy_Cue',DurationOfDecal=4.000000,De calDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(6)=(MaterialType="Flesh",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactFlesh_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(7)=(MaterialType="Flesh_Human",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactFlesh_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(8)=(MaterialType="Kraal",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactFlesh_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(9)=(MaterialType="Necris",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactFlesh_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(10)=(MaterialType="Robot",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactMetal_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(11)=(MaterialType="Foliage",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactFoliage_Cue',DurationOfDecal=4.000000,D ecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(12)=(MaterialType="Glass",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactGlass_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(13)=(MaterialType="Liquid",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_Impac****er_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(14)=(MaterialType="Water",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_Impac****er_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(15)=(MaterialType="ShallowWater",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_Impac****er_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(16)=(MaterialType="Lava",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_Impac****er_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(17)=(MaterialType="Slime",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_Impac****er_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(18)=(MaterialType="Metal",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactMetal_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(19)=(MaterialType="Snow",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactSnow_Cue',DurationOfDecal=4.000000,Deca lDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(20)=(MaterialType="Wood",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactWood_Cue',DurationOfDecal=4.000000,Deca lDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
ImpactEffects(21)=(MaterialType="NecrisVehicle",Sound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sn iper_ImpactMetal_Cue',DurationOfDecal=4.000000,Dec alDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000,Partic leTemplate=ParticleSystem'WP_SniperRifle.Effects.P _WP_SniperRifle_Surface_Impact')
DefaultImpactEffect=(Sound=SoundCue'A_Weapon_Snipe r.Sniper.A_Weapon_Sniper_ImpactDirt_Cue',DecalWidt h=16.000000,DecalHeight=16.000000,ParticleTemplate =ParticleSystem'WP_SniperRifle.Effects.P_WP_Sniper Rifle_Surface_Impact')
BulletWhip=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon _Enforcer_AmmoWhip_Cue'
WeaponClass=Class'ARC_Zark.UTWeap_ARCzark'
Name="Default__UTAttachment_ARCzark"
ObjectArchetype=UTWeaponAttachment'UTGame.Default_ _UTWeaponAttachment'
}

SwaTz0rs
11-21-2007, 05:39 PM
change the part after bInstantHit=true of your utweap file defproperties to this
Begin Object UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__ UTWeapon:FirstPersonMesh'
FOV=65.000000
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_W P_SniperRifle_1P'
Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNod eSequence'
Name="MeshSequenceA"
ObjectArchetype=AnimNodeSequence'Engine.Default__A nimNodeSequence'
End Object
/*Animations=AnimNodeSequence'UTGame.Default__UTWea p_SniperRifle:MeshSequenceA'
AnimSets(0)=AnimSet'WP_SniperRifle.Anims.K_WP_Snip erRifle_1P_Base'
bForceUpdateAttachmentsInTick=True
Scale=1.500000
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Def ault__UTWeapon:FirstPersonMesh'*/
End Object
this will enable the weapon model and disable the reload animation as it looks stupid when u reload your weapon 3 times/ second

to disable the arms animation just comment this line

ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_Snip erRifle_1P_Arms'


do u actually changed anything in your utattachment file? if not just tell your zark rifle to use the snipers one