View Full Version : Crosshair in different perspective.
12-04-2009, 07:17 PM
First off, I am new to the community so "hello":cool:.
Been working with UDK for a few days now and got a basic "side perspective"
level and game mechanic down.
What I was wondering is if its possible (via Kismet as I am not a really good programmer) to fix the crosshair to be able to aim in the "Z" direction.
(Note: if the above is not clear please say so and I will try to elaborate a bit more)
12-04-2009, 07:29 PM
Found a tutorial on how to script it, tho I am still wondering as to wether this is possible via Kismet.
12-04-2009, 08:19 PM
well first of all Z in Unreal is up ;)
don't have a clue though
12-04-2009, 08:48 PM
Well I know Z is up, after all thats the direction the crosshair would have to be restricted to "up and down" (a.k.a "z" axis). So is there any way to restrict the crosshair to this and keep the weapon in sync.
12-04-2009, 08:59 PM
ah, I see what you mean now. I guess "crosshair" is what threw me off. I think it's possible, people have done sidescrollers, but I have no idea how you'd do it in Kismet (nor am I much of a coder anyway :)
12-05-2009, 05:43 AM
Thanks, didn't know it was centered at the camera (logical). So think I am gonna try constrain the camera to the "z" axis and offset it for the view.
Will let you know if it worked.
12-05-2009, 12:35 PM
The only way I have found to do this is with uscript. Take a look at the source code for a UT3 mod called UT2D (available with the mod download) to get an idea on how they achieved the same thing. Its fine to use kismet for some things but if they are core elements to your game you will always be better off using uscript.
12-05-2009, 05:00 PM
Lol seems my idea is not so original then after all, thats a pitty. Thanks for the info its been quite usefull.
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