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Moonspine
11-15-2009, 03:33 PM
I want to make a space shooter using the UDK. Naturally, this will require a control scheme far different from the default FPS-style control scheme of the UDK.

I haven't really messed with the Unreal Engine once since the UE1 days. I'm aware that there is now an object called a PlayerController, as well as an object called a PlayerInput, but I'm unsure how I can use these to map player input.

Basically, I need a player pawn that can be moved in two dimensions, along with a fixed third-person camera. I apologize if this is a newbie question, and I appreciate any help.

Blaaguuu
11-15-2009, 04:13 PM
Sounds like you want to do something somewhat similar in theory to Psyonix's little sample UDK game, Whizzle... Lucky for you, Psyonix documented their development process in a pdf that is available in the "Documentation" link at the very top of the page. That, and the other links there should give you a good start.

Moonspine
11-15-2009, 04:51 PM
Well, that was a total RTFM moment. Thanks for your assist.

myudk
11-30-2009, 05:35 AM
till i don't know how to control my player (i adding my own SM via script)

i go through whizzle document but that's not enough for me

rNakrani
11-30-2009, 02:32 PM
I have the same situation albeit in a different context. I checked out the Whizzle documentation, and it looks like they are deriving from a PlayerController class to handle input and making modifications to update functions accordingly.

What I don't understand is why the Whizzle example doesn't derive from PlayerController itself; the script shown in the PDF derives from some special player controller class... but this shouldn't be an issue.

- raj