Reclusiarch
11-12-2009, 09:43 PM
Ok there was a tutorial somewhere on this but I lost - been searching the threads for about an hour and I cant find it.
I want to create a new (build) Game project, that is NOT A MOD. Something like
UDK\UDK-2009-11\Development\Src\ArthurCClarke
I have a folder in there > Development\Src\ArthurCClarke\Classes
mys scripts...
main.uc
class main extends GameInfo;
DefaultProperties
{
}
ShipPlayerController.uc
class SpaceGameType extends UTGame
config(CustomGame);
simulated function PostBeginPlay() {
local UTGame Game;
Super.PostBeginPlay();
Game = UTGame(WorldInfo.Game);
if (Game != None)
{
//Game.DefaultPawnClass = class'CustomGame.Custom_Pawn';
Game.PlayerControllerClass=Class'ArthurCClarke.Shi pPlayerController';
}
function RestartPlayer(Controller aPlayer)
{
super.RestartPlayer(aPlayer);
`Log("Player restarted");
currentPlayer = TestPlayerController(aPlayer);
currentPlayer.resetMesh();
currentPlayer.rSetBehindView(true);
currentPlayer.rSetCameraMode('ThirdPerson');
}
}
but... when I load the UDK Editor is it loading my build - or just the generic build?? - when I save a map - does it save for my ArthurCClarke build? or does it save as a generic UDK map - also - Unreal Frontend - makes what exactly?? I've ran it a couple of times - and its always successful - but what is it doing??
Srry a lot of noobish questions here.
I want to create a new (build) Game project, that is NOT A MOD. Something like
UDK\UDK-2009-11\Development\Src\ArthurCClarke
I have a folder in there > Development\Src\ArthurCClarke\Classes
mys scripts...
main.uc
class main extends GameInfo;
DefaultProperties
{
}
ShipPlayerController.uc
class SpaceGameType extends UTGame
config(CustomGame);
simulated function PostBeginPlay() {
local UTGame Game;
Super.PostBeginPlay();
Game = UTGame(WorldInfo.Game);
if (Game != None)
{
//Game.DefaultPawnClass = class'CustomGame.Custom_Pawn';
Game.PlayerControllerClass=Class'ArthurCClarke.Shi pPlayerController';
}
function RestartPlayer(Controller aPlayer)
{
super.RestartPlayer(aPlayer);
`Log("Player restarted");
currentPlayer = TestPlayerController(aPlayer);
currentPlayer.resetMesh();
currentPlayer.rSetBehindView(true);
currentPlayer.rSetCameraMode('ThirdPerson');
}
}
but... when I load the UDK Editor is it loading my build - or just the generic build?? - when I save a map - does it save for my ArthurCClarke build? or does it save as a generic UDK map - also - Unreal Frontend - makes what exactly?? I've ran it a couple of times - and its always successful - but what is it doing??
Srry a lot of noobish questions here.