View Full Version : Cover system
Hello! I am new member here. I would like to ask if its possible to add cover system in UDK(I am creating a game with third person camera)? Something like GOW had! If there is possibility, does UDK includes it? And thanks Epic for realising UDK! Epic rules!
MadGrenadier
11-07-2009, 01:05 PM
I don't think one is included, but Im pretty sure it would be possible.
Phopojijo
11-07-2009, 01:21 PM
Yeah that's definitely possible... not necessarily easy... but possible.
robin1232
01-15-2010, 01:28 PM
actually one is included, but you need to know alot of unrealscript to activate it.
the classes name is coverlink.uc and its located in the engine scripts
ambershee
01-16-2010, 04:13 AM
You can't just 'activate' it. It needs to be programmed from scratch.
robin1232
01-16-2010, 01:05 PM
You can't just 'activate' it. It needs to be programmed from scratch.
I don't think you need to program it from scratch, the code is there, so it can be used.
yes it would require some work to make it work but it should be possible without rewriting the code from scratch.
ambershee
01-16-2010, 01:23 PM
I can assure you that there is very little working code for a cover system in UDK. It's the same 'leftovers' that were also present in UT3.
iniside
01-18-2010, 01:54 PM
http://www.moddb.com/mods/project-white
Those guys developed cover system. You might belive it or not, but is not as much as code as you can think.
robin1232
01-18-2010, 02:20 PM
its open source?
Bob_Gneu
01-26-2010, 04:39 PM
All Mods are open Sourced.
Cybertrash
01-27-2010, 03:41 AM
All Mods are open Sourced.
I think you are confusing Open Source with Freeware?
Bob_Gneu
01-27-2010, 03:47 AM
Try opening a compiled script file. This is opened source.
You can also export them if you load them into the UED editor/library.
Definitely not just freeware.
ambershee
01-28-2010, 07:52 AM
1) That's not open source.
2) Not all mod files contain readable source code in the compiled script file.
3) Just because you can read it, doesn't mean you can lift the code from it.
BlackHornet80
01-28-2010, 08:03 AM
in addition you do not have any information about defaultproperties, they are closed to the developers
immortius
01-28-2010, 08:19 AM
Open Source is a licensing term, not a description of the availability of code. Also, UT3 had a code stripper commandlet so it is possible for mods not to share their code anyway.
DefaultProperties are available when mod script is exported through the editor or other means, BlackHornet80. If the code hasn't been stripped that is.
BlackHornet80
01-28-2010, 08:20 AM
really? oO oh, then this is "new"... but in that case...using code from other projects should be asked for and credited
Bob_Gneu
01-28-2010, 11:13 AM
While not all mods may have their code licensed as Open Source, having the (source)code (openly) available is both necessary and sufficient for the solution to this problem.
Attribution is definitely a kind and generous thank you which I think all of the Project White developers would appreciate.
My apologies for being literal, and I would be highly interested in seeing a mod that had source code that didn't have a compiled source file that wasn't in text format and couldn't be exported.
iniside
01-28-2010, 11:38 AM
Renegade X have code included with installation. But from other side, no cover system there.
ambershee
01-28-2010, 11:50 AM
I would be highly interested in seeing a mod that had source code that didn't have a compiled source file that wasn't in text format and couldn't be exported.
There should be plenty about, however most of the major contributors enjoy a fairly public approach to their work anyway. It's not difficult to strip the source out of your project.
Gmax5
04-30-2010, 04:20 PM
I hope someone out there who has managed to get a working gears of war or similar cover system, is willing to share there code, because I am stuck and screwed with the code i'm working on.
foad-torfi
11-07-2010, 04:21 PM
I hope someone out there who has managed to get a working gears of war or similar cover system, is willing to share there code, because I am stuck and screwed with the code i'm working on.
yes,Supreme:D
Hboybowen
11-07-2010, 04:29 PM
All Mods are open Sourced.
No you still need the owners permission if you dont want legal trouble.
and there is a project on UDK forums just for cover system where you place a node indicating you can use this as cover
http://forums.epicgames.com/showthread.php?t=727220&highlight=cover
Graylord
11-07-2010, 05:43 PM
All Mods are open Sourced.
Not at all.
You may be able to extract codes from a compiled game, but that does not mean you are allowed to.
Open source has a common definition, it means that you are allowed to use the content at your pleasure for creating your own.
But in no way is all "mods" (things made with UDK aren't actually mods) automatically labeled Open Source, that's up to the creators.
Drudgie
11-07-2010, 05:48 PM
Of course it is.
Doing so isn't easy though.Well not as easy as you'd like.
pixxie_payne
11-08-2010, 02:21 PM
easiest thing i can think of is placing a trigger by coverable walls to alter your animation position but im sure there will be a more simple method of doing so
Kinos
11-08-2010, 03:13 PM
you would have to code it, but the code is "simple."
1. You need to trace the actor you want to cover.
2. attach the pawn to that cover.
3. Have the pawn trace edges of cover to see if they can pop out.
That's it, it's simple, in thought, hard in practice.
Nawerwohl
01-04-2011, 07:57 AM
I think there is one thing all of you guys are missing... Even when it would be easy to make a cover system, you need the AI to work with it, too... And I think that`s kind of hard..
Blade[UG]
01-04-2011, 09:01 AM
I think if cover systems were "easy" then every game featuring them wouldn't suck so bad .. but they do. All of them. :(
And yes, teaching the AI to use it is probably right up there amongst nastiest parts of the whole thing.
hellslayer
01-04-2011, 09:10 AM
If you take a look into the Coverlink class,you will notice that there is already a lot of usefull functions that will help you to build a notebased coversystem.
I would recommed you to look what ameyp did and then develope something from the scretch that fits maybe more your specification.
In the coverlink are also a lot of usefull hints saved for AI Controller, things like what cover expose to other ect.
UnspoiledWalnut
01-04-2011, 01:12 PM
Some mod makers try to make their mods closed source, but it never works.
lancer_specialist
10-04-2011, 01:51 AM
I think there is one thing all of you guys are missing... Even when it would be easy to make a cover system, you need the AI to work with it, too... And I think that`s kind of hard..
No, It wouldn't. If you used the included Coverlink classes and **** for your cover system, the Bots already use them as Nav-points! So bots would hide behind large pillars if there was a node there without doing any coding.
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