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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2005
    Posts
    38

    experienced programmer needs help with first mod........

    I am an experienced c++/ java programmer and after looking over Unreal Script i think i can handle it.... still i hope the goals i have set for my first mod are not too ambitious.

    first of all i want my mod to ask for directory where my customized level is stored (therefore i can load any of the levels my team has created)

    i also want to choose where i spawn my bot(s)

    i would also at some point like to code it so that every bots path is preset before the game/simulation is ever started

    i want everything to be set before the game (or in my case, simulation) starts.. do i need to do any native coding for this, or can it all be resolved using Unreal Script?


  2. #2
    Iron Guard
    Join Date
    Oct 2004
    Posts
    719

    Default

    Welcome New Commer!

    lol

    -the first part seems odd, why would you want it in another directory?

    -the setting bot spawns shouldnt be too hard but im not sure if it can be done in a mutator alone, might want a GUI to make it simple like the ONS Link Dev. Menu

    -and bot paths, i have never done before but i would like to learn (PS: I Need To Code A Gun For Bots, Dunno How)

  3. #3
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    384

    Default

    for setting up your own mod directories i recomend :-

    http://udn.epicgames.com/Two/ImprovedModSupport

    and for your user references (changing stuff like bots) you get explanations and code samples from

    http://wiki.beyondunreal.com/wiki/

    You shouldnt have a problem with the syntax.

    pregame and setup it runs :-
    http://wiki.beyondunreal.com/wiki/Un..._Code_Overview

    ingame the game runs thus :-
    http://wiki.beyondunreal.com/wiki/Ch..._Level_Startup

    thats a good base for you.

  4. #4
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    If this is your first venture with uscript, dont start with a mod. Start small, mutators and the like. It might look easy, but it really isnt, and your Java/c++ base wont necessarily help you in uscript, except for prior logic experiences, and easy syntax understanding.

  5. #5
    Iron Guard
    Join Date
    Oct 2004
    Posts
    719

    Default

    What They Said

    But Prior Experience Deff Helps,
    As In WIth Me, I Built Mini Programes and Stuff On REALbasic & Visual Basic:up:

    And It Was Very Close So I Picked It Up Fast

  6. #6
    MSgt. Shooter Person
    Join Date
    Mar 2005
    Posts
    38

    Post

    wow!!!.....
    thanks guys...
    I was fooling with unrealplanets forums and im glad they sent me over here...

    PS. ill check out these links and follow up (i have three weeks to finish this project so i am going to be posting alot )

    good luck and good modding

  7. #7
    MSgt. Shooter Person
    Join Date
    May 2004
    Posts
    36

    Default

    first of all i want my mod to ask for directory where my customized level is stored (therefore i can load any of the levels my team has created)

    First, this can be done in many different ways and you shouldn't have to worry too much about it. You can setup how your game starts in many different ways, you could also have a menu in place for this for debugging purposes. As well as your team can simply launch the maps from UT2k4 editor. If you are worried about linking the levels together this can be setup through your level designers.

    i would also at some point like to code it so that every bots path is preset before the game/simulation is ever started

    This is possible by creating an actor that has an array of navigation points and having your level designers setting it up, this was the way we did things with Xcalon to have specific patterns that enemies would follow.

    Basically when the level starts up, the actors will spawn and will have default navigation information linked up to them.

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2005
    Posts
    38

    Default

    Thats exactly what i want to do ("....an array of navigation points..") except i dont want to set them up in the level editor i would like to just set up the navigation points and have the actor interpolate/or move thru them....

    any idea how i can do that??

  9. #9
    MSgt. Shooter Person
    Join Date
    May 2004
    Posts
    36

    Default

    Thats exactly what i want to do ("....an array of navigation points..") except i dont want to set them up in the level editor i would like to just set up the navigation points and have the actor interpolate/or move thru them....

    any idea how i can do that??
    Just like how I described. You create an actor with an dynamic array of actors or names( make it configurable so you can edit it from the editor ) for navigation points and you make sure he is bPlaceable.

    like this:

    class myScriptedAI extends actor
    placeable;

    var(Config) array<Actor> NavPoints;
    var int currentPoint;
    var bool bIncrementing;

    function Tick( float deltaTime )
    {
    local vector CurrentDestination;
    local vector NewDestination;

    NewDestination = NavPoints[currentPoint].Location;
    MoveSmooth( NewDestination);

    CurrentDestination = Location;

    if( VSize( NewDestination - CurrentDestination ) < 5 ) then
    {
    if bIncrementing then
    {
    currentPoint++;
    if( currentPoint > NavPoints.Length ) then
    {
    bIncrementing = false;
    currentPoints -= 2; // makes new destination be length - 1
    }
    }
    else
    {
    currentPoint--;
    if( currentPoint < 0 ) then
    {
    bIncrementing = true
    currentPoints += 2 // makes new destination be 1
    }
    }
    }

    }

    defaultproperties
    {
    currentPoint = 0
    bIncrementing = true
    bHiddenEd = false
    bCollideActors = true
    bBlockActors = true
    bProjectileTarget = true
    DrawType=DT_Mesh
    Mesh = SkeletalMesh"Your skeletal mesh"
    Skins(0)=Texture'Your texture'
    }

    This will allow you to put him down in the editor. Now you create navigation points in the level editor and right click on that actor's properties. Now scroll down to his class's properties and you should see that dynamic array. Within that you could put in navigation points or any other actors that you like. This is probably the best way of setting things up since it will allow your level designers to create whatever behaviour they want and it will eliminate any scripting dependency.

    As an example, you can actually link up actors to each other so that they will try to go to their positions. Keep in mind that you might want to add more things such as waiting conditions and whatnot. If you are trying to create something like Metal Gear Solid, you would want to be able to make your guys face certain directions and wait a little while before moving onto the next position.

  10. #10
    MSgt. Shooter Person
    Join Date
    Mar 2005
    Posts
    38

    Default

    thanks
    Last edited by legacy-keyser_sose; 03-16-2005 at 09:04 PM.


 

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