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View Full Version : two questions concerning DecalActors - DungeonDefense Style



UnrealEverything
07-14-2010, 08:20 AM
Hi,
after trying different stuff I am still unable to get any satisfying results

I am using a DecalActorMovableSpawnable in my game. It is done the exact same way as in the DD source.

Basically there are two problems:
1. When I spawn a Decal of that class, the rotation doesn't get applied
Here's the
Code:


Spawn( class'DecalActorMovableSpawnable',,,DecalLocation, Rotator(vect(0,0,-1)) );

The result should be a Decal at DecalLocation projecting downwards onto the ground. I even tried to replace the rotation with rot(-90,0,0) and rot(-16384,0,0).
But all I get is a Decal projecting along the X-axis. Location works fine...

The second problem is that the spawned decal doesn't have a material assigned to it. I always have to do that manually.
Could this be fixed with the ActorTemplate parameter in the Spawn function? That's how DD spawns their decals; with a DecalActorTemplate variable in the DungeonDefense category.
But I don't see that this ever gets a reference, so it "is used before assigned a value"

Thanks for any help!

UnrealEverything
07-14-2010, 09:08 AM
Okay, lol, it's working almost correct now. I only have to adjust the DecalComponents DecalRotation but thats it. First problem down one to go...

Blade[UG]
07-14-2010, 03:58 PM
DD has all of that type of stuff specified in the editor, using Archetypes for each.

UnrealEverything
07-14-2010, 04:25 PM
great, thanks Blade