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		<title><![CDATA[Epic Games Forums - Unreal Tournament 3 Programming & Unrealscript]]></title>
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			<title><![CDATA[Epic Games Forums - Unreal Tournament 3 Programming & Unrealscript]]></title>
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		<item>
			<title><![CDATA[[VIDEO] Ace Online in Unreal Engine 3 (2007-2008, not udk build)]]></title>
			<link>http://forums.epicgames.com/threads/963824-VIDEO-Ace-Online-in-Unreal-Engine-3-(2007-2008-not-udk-build)?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 22:09:58 GMT</pubDate>
			<description><![CDATA[Here's a video on some stuff I've been working on. I do apologize in advance, but if you recognize something that could perhaps be your content (I am...]]></description>
			<content:encoded><![CDATA[<div>Here's a video on some stuff I've been working on. I do apologize in advance, but if you recognize something that could perhaps be your content (I am using some as placeholders) let me know!<br />
<br />
This is a UT3 / UE3 reboot *attempt* of the F2PMMORPG  Ace online. There are MANY things that have not been implemented or even looked at yet, but it will come with time. I want to thank everyone so far who have helped me out on the forums thus far; this is a big deal for me and a giant leap in learning how to use unreal script to solve problems or create things I want to see in the game. <br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/TlG5wf2yd3A?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
Comments are welcome, but just keep in mind that this is nowhere NEAR done!</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/350-Unreal-Tournament-3-Programming-amp-Unrealscript"><![CDATA[Unreal Tournament 3 Programming & Unrealscript]]></category>
			<dc:creator>1Lt Coagulator</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963824-VIDEO-Ace-Online-in-Unreal-Engine-3-(2007-2008-not-udk-build)</guid>
		</item>
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			<title>AddForce help</title>
			<link>http://forums.epicgames.com/threads/961192-AddForce-help?goto=newpost</link>
			<pubDate>Mon, 06 May 2013 12:22:35 GMT</pubDate>
			<description>I want to move my kactor by AddForce(vect(0,0,-110)) function 
 
Code: 
--------- 
class kOwner extends KActor 
...... 
Simulated Function...</description>
			<content:encoded><![CDATA[<div>I want to move my kactor by AddForce(vect(0,0,-110)) function<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class kOwner extends KActor<br />
......<br />
Simulated Function GravityForce( Float DeltaTime )<br />
{<br />
&nbsp; StaticMeshComponent.AddForce(vect(0,0,-110));<br />
}<br />
<br />
event RigidBodyCollision( PrimitiveComponent hitComponent, PrimitiveComponent otherComponent,const out CollisionImpactData rigidCollisionData, int contactIndex )<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; Super.RigidBodyCollision(hitComponent, otherComponent, rigidCollisionData, contactIndex);<br />
&nbsp; &nbsp; `log(&quot;--------------------------------------------------------------------------------&quot;);<br />
}<br />
......<br />
defaultproperties<br />
{<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Begin Object Name=StaticMeshComponent0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; StaticMesh=StaticMesh'MyPackage.Barrel'<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bNotifyRigidBodyCollision = true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ScriptRigidBodyCollisionThreshold=0.001<br />
&nbsp; &nbsp; &nbsp; &nbsp; End Object<br />
&nbsp; &nbsp; &nbsp; &nbsp; Components.Add(StaticMeshComponent0)&nbsp; &nbsp; &nbsp; &nbsp; <br />
}</code><hr />
</div>and in the controller class:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">if(KOwner(test) == none){<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m_kOwner.Move(vect(1,0,0)*Xoffset+vect(0,1,0)*Yoffset);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `log(test@&quot;++++++++++++++++++++++++++++++++++++++++++++++++++++++++=&quot;);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m_kOwner.GravityForce(DeltaTime);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</code><hr />
</div>and i set the gravity to zero in the gameinfo:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class MouseInterfaceGameInfo extends GameInfo;<br />
<br />
event PostBeginPlay()<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; worldinfo.RBPhysicsGravityScaling = 0;<br />
}<br />
<br />
defaultproperties<br />
{<br />
&nbsp; HUDType=class'MouseInterfaceHUD'<br />
&nbsp; PlayerControllerClass=class'MouseInterfacePlayerController'<br />
}</code><hr />
</div>if i don't set the gravity to zero, when m_kOwner.GravityForce(DeltaTime); is called the kactor will fall through the ground, and after i set  theworldinfo.RBPhysicsGravityScaling = 0; the sentence will be no use at all,what's wrong, thanks a lot~</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/350-Unreal-Tournament-3-Programming-amp-Unrealscript"><![CDATA[Unreal Tournament 3 Programming & Unrealscript]]></category>
			<dc:creator>llc0503</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961192-AddForce-help</guid>
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		<item>
			<title>Moving Objects in a custom game without the UT Game mode</title>
			<link>http://forums.epicgames.com/threads/960106-Moving-Objects-in-a-custom-game-without-the-UT-Game-mode?goto=newpost</link>
			<pubDate>Wed, 01 May 2013 04:49:44 GMT</pubDate>
			<description><![CDATA[Hello, I am working on a game project that doesn't use the UTGame modes. I am wanting to move objects in the game. I think I can use the PhysicsGun...]]></description>
			<content:encoded><![CDATA[<div>Hello, I am working on a game project that doesn't use the UTGame modes. I am wanting to move objects in the game. I think I can use the PhysicsGun class in UTGame, but I am not sure what all I need to make it work.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/350-Unreal-Tournament-3-Programming-amp-Unrealscript"><![CDATA[Unreal Tournament 3 Programming & Unrealscript]]></category>
			<dc:creator>jaywebb</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/960106-Moving-Objects-in-a-custom-game-without-the-UT-Game-mode</guid>
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			<title>How to mutate another mutator? (Snarf Vehicles)</title>
			<link>http://forums.epicgames.com/threads/957914-How-to-mutate-another-mutator-(Snarf-Vehicles)?goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 02:44:59 GMT</pubDate>
			<description><![CDATA[Alright, so I've been trying for QUITE a while now to make a mutator for Snarf's Vehicles Mutator...]]></description>
			<content:encoded><![CDATA[<div>Alright, so I've been trying for QUITE a while now to make a mutator for Snarf's Vehicles Mutator (<a href="http://forums.epicgames.com/threads/600777-CaptainSnarf-s-Modded-Vehicles-v9-pc-ps3-pics-Update-4-16-09" target="_blank">http://forums.epicgames.com/threads/...Update-4-16-09</a>) but with no luck. Anybody know how to mod another vehicle mod?<br />
All I'm trying to do is: <br />
<br />
- double the health and rate of fire of all the weapons on the Nautilus<br />
- Double the rate of fire on AssaultBender machinegun and give it the same speed as a scorpion<br />
<br />
Also, is there any value for editing the weight of a vehicle so that it doesn't topple over and fall as easily because I want to give that to the Gorgon and Assault Bender. <br />
<br />
I've tried decompiling the vehicle scripts, editing them then successfully compiling them and all that jazz but it doesn't spawn the vehicle in game. <br />
<br />
Someone suggested that I make an addon mutator for Snarfs Vehicles like this:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class SnarfModMutator extends UTMutator;<br />
<br />
/**<br />
&nbsp;* Returns true to keep this actor<br />
&nbsp;*/<br />
function bool CheckReplacement(Actor Other)<br />
{<br />
&nbsp; &nbsp; if (Other.Class.IsA('UTVehicle_AssaultBender_Content') &amp;&amp; UTVehicle(Other) != none /*&amp;&amp; Other.GetPackageName() ~= &quot;VH_AssaultBender&quot;*/)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Change first seat's fireinterval<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (UTVehicle(Other).Seats[0].Gun != none)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[0].Gun.FireInterval[0] *= 0.5; // multiply by a number greater than 1 will mean you can shot faster.<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[0].Gun.FireInterval[1] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Change 2nd seat's fireinterval<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (UTVehicle(Other).Seats[1].Gun != none)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[1].Gun.FireInterval[0] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[1].Gun.FireInterval[1] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; if (Other.Class.IsA('UTVehicle_Nautilus_Content') &amp;&amp; UTVehicle(Other) != none /*&amp;&amp; Other.GetPackageName() ~= &quot;VH_Nautilus&quot;*/)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Change first seat's weapon fireinterval<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (UTVehicle(Other).Seats[0].Gun != none)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[0].Gun.FireInterval[0] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[0].Gun.FireInterval[1] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Change 2nd seat's weapon fireinterval<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (UTVehicle(Other).Seats[1].Gun != none)<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[1].Gun.FireInterval[0] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UTVehicle(Other).Seats[1].Gun.FireInterval[1] *= 0.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; return true;<br />
}<br />
<br />
defaultproperties<br />
{<br />
}</code><hr />
</div>But it doesn't really work (or I'm just doing it wrong). What do?<br />
<br />
<br />
Also, on a little sidenote, I can't seem to edit the firerate of just default vehicles either. I'm changing values but I don't see a difference in game. <br />
<br />
Here is my UTVWeap_MyRaptorGun.uc <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class UTVWeap_MyRaptorGun extends UTVWeap_RaptorGun;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; defaultproperties<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; FireInterval(0)=+0.8<br />
&nbsp; &nbsp; &nbsp; &nbsp; FireInterval(1)=+1.2<br />
&nbsp; &nbsp; &nbsp; &nbsp; }</code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/350-Unreal-Tournament-3-Programming-amp-Unrealscript"><![CDATA[Unreal Tournament 3 Programming & Unrealscript]]></category>
			<dc:creator>AzureCrow</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/957914-How-to-mutate-another-mutator-(Snarf-Vehicles)</guid>
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