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Anciello
11-09-2009, 02:01 PM
Hi all,

I've been looking at the Whizzle Creation Documentation (http://udk.com/elements/downloads/Whizzle_Creation_Document_1_2.pdf) and I have one burning question. On page 5 they say "The placeable flag seen below allows the level designer to actually place it in the level". After that there are several lines of script. My question is, WHERE exactly does this piece of scripting go?

Thank you to whoever can help me out on this. My team has been trying to get a custom character into our standalone game, and we are hoping this documentation can help us out.

Psyonix-Thomas
11-09-2009, 05:52 PM
You create your own class which can be done by the following:

Open the folder Development\Src\UTGame\Classes and create a new file called AquaBall.uc

Then copy and paste the code into that file, then open the editor and you should see AquaBall in the editor hierarchy underneath DynamicSMActor->KActor->KActorSpawnable->AquaBall

NightRyder
11-11-2009, 09:43 AM
That's pretty close, but you can also have your class file in your own folder such as

..\UDK-2009-11\Development\Src\TestWizzle\Classes

The important part is that your file is compiled. I'm pretty sure that as long as the compile process makes a script using your class (ie. reads through your file) then it should show up in the editor. Of course you can't have any errors or warnings when you compile.

I get my class file compiled by adding to the DefaultEngine.ini, although I'm not sure this is the best way, and it is probably not the only way..

[UnrealEd.EditorEngine]
ModEditPackages=TestWizzle


You might also run into the issue of not having the content package loaded. If that is the case it will annoy you with some error about Char_Wizzle.SM.Whizzle_Collision01 not being valid. Assuming you have created this in the first place and saved the package I found 3 locations to load the package. Again, I haven't a good idea which is the best place to load it, but here they are. (you only need to load it in once place)

BaseEngine.ini
[Engine.StartupPackages]
Package=newPackage

DefaultEngine.ini
[Engine.StartupPackages]
+Package=newPackage

UTEngine.ini
[Engine.StartupPackages]
Package=newPackage

If anyone has any tips regarding these procedures, do tell.

Psyonix-Jerad
11-11-2009, 03:20 PM
The UTEngine.ini will be generated from coalescing the BaseEngine.ini and DefaultEngine.ini files together. The "proper" place to put these things is in the DefaultEngine.ini, as this will ensure that people who download your project have the proper configuration, since the UTEngine.ini can be regenerated at any time (this happens every time DST changes, for example), which would cause any changes you made directly to UTEngine.ini to be lost.

NightRyder
11-11-2009, 07:54 PM
Thanks for the info. I was actually leaning toward DefaultEngine.ini, but now I know.