Results 1 to 28 of 28
  1. #1

    Default UnrealScript & C++

    Is it possible for me to include C++ into my UnrealScript? And if so, how do I go about it?

  2. #2
    Redeemer
    Join Date
    Aug 2004
    Location
    Netherlands
    Posts
    1,677
    Gamer IDs

    Gamertag: Jrubzjeknf
    My Work: MantarunAssist - TeamSpecificActors_v2 - UT2k4ScoreRecovery_v3

    Quote Originally Posted by rhiridflaidd View Post
    I remember when I first saw a cicada in-game and had a shock vs cicada duel (I had the shock.)

    The shock did nothing, and the cicada couldn't hit me no matter how he tried. We both walked\flew away bored after a while.

  3. #3

    Default

    Not if you want to code for UT2003/4. C++ headers are only available for Unreal1 and UT1.
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

    <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
    <TNSe> nono
    <TNSe> its always funny to find code a week later you dont even remember writing
    <Pfhoenix> what's worse is when you have a Star Wars moment
    <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
    Note that your questions via PMs will be ignored if they actually belong in the forum.

  4. #4

    Default

    Yes I am only programming for UT2004.

  5. #5

    Default

    Then you're stuck with UnrealScript.
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

    <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
    <TNSe> nono
    <TNSe> its always funny to find code a week later you dont even remember writing
    <Pfhoenix> what's worse is when you have a Star Wars moment
    <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
    Note that your questions via PMs will be ignored if they actually belong in the forum.

  6. #6

    Default

    Hmmph. So there is no way at all to incorperate C++ into my UnrealScript for UT2004?

  7. #7

  8. #8

    Default

    What could I spend $300.00 on to use C++ with my UnrealScript (and around how much is $300.00 in British Pound Sterling)?

  9. #9
    Redeemer
    Join Date
    Sep 2002
    Location
    Ireland
    Posts
    1,143

    Default

    It's a comma not a dot $300,000

  10. #10

    Default

    In words: three hundred thousand
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

    <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
    <TNSe> nono
    <TNSe> its always funny to find code a week later you dont even remember writing
    <Pfhoenix> what's worse is when you have a Star Wars moment
    <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
    Note that your questions via PMs will be ignored if they actually belong in the forum.

  11. #11

    Default

    Ok... so if I spend this $300,000 what do I get? And how at 15 can I afford that?

  12. #12

  13. #13

    Default

    Indeed. Well I do not think I will be doing that in a hurry

  14. #14
    Redeemer
    Join Date
    May 2000
    Location
    between the monitor and chair
    Posts
    1,523

    Default

    with an unrealengine license you are still not allowed to create native mods for ut2004.
    Michiel 'El Muerte' Hendriks
    Magicball Network - Little Big Adventure community
    the Unreal Admin page - Unreal server administration
    UnrealWiki - UnrealScript and UnrealEd wiki.
    UnCodeX - powerful UnrealScript tool for programmers

  15. #15

    Default

    Oh well. I will just have to keep with UnrealScript for now then.

  16. #16

    Default APost

    well,U can easy build a native defined object as I think many already know ,with Core 1 for Core 2(ut2004 -3369 for example).
    for example elmuerte was the person who compiled binary WarLock (as i heard ,on that official site for,I don't know exactly)for a trust public release ,whatever,(well,I just supose was like that) and as I seen is just a native on Object.
    but ,as he said and as I know(I seen on their official site) ,U need their writen permission somehow to build native ,for mutators,mods,whatever. for public release or not ,well i don't get full,amean based U are not allowed to use at all.
    but I will use it for my private only anticheat. just conform arguments for Core 2. at Actors doesnt work at me at all ;any actor I touch it crash like hell ; ha ha ha. well a Object only may be usefull if U really need some C++>Uscript ;UScript >C++.

    U*************************** yep ,guess !!!
    here in UScript , BEGIN of scene.
    here in UScript ,our i=5
    here in UScript ,now I am going to call a native function defined in my object AUObject; obj_NATIVE(i)
    here in C++ ; Entered C++ obj_NATIVE
    here in C++ ; SALUT/HI here in C++ ;what's UP?!
    here in C++ ; eventAObjLog is right now called;
    here in UScript ,event AObjLog called from C++ ;our i =5
    here in UScript ,my some_INT was updated to i value called from C++ ; some_INT= 5
    here in UScript ,now updated value for some_INT in AUObject is: class'AUObject'.default.some_INT= 5
    here in UScript , end of scene.
    here in UScript , BEGIN of scene.
    here in UScript ,our i=10
    here in UScript ,now I am going to call a native function defined in my object AUObject; obj_NATIVE(i)
    here in C++ ; Entered C++ obj_NATIVE
    here in C++ ; SALUT/HI here in C++ ;what's UP?!
    here in C++ ; eventAObjLog is right now called;
    here in UScript ,event AObjLog called from C++ ;our i =10
    here in UScript ,my some_INT was updated to i value called from C++ ; some_INT= 10
    here in UScript ,now updated value for some_INT in AUObject is: class'AUObject'.default.some_INT= 10
    here in UScript , end of scene.

  17. #17
    Redeemer
    Join Date
    Sep 2002
    Location
    Ireland
    Posts
    1,143

    Default

    .......eh?

  18. #18

    Default

    I do not mean to be nasty but: whatever you wrote, please write again in English, I didn't understand it at all.

  19. #19

    Default APost

    mean U want me to write with accent .sry pal,unavailable.

  20. #20
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Posts
    52
    Gamer IDs

    Gamertag: CAWeissen

    Default

    Which means a lot of freakin money.

  21. #21
    Skaarj
    Join Date
    Jan 2007
    Location
    Prague
    Posts
    27

    Default

    btw. I was searching inside ut99 headers for possible implementation of a latent function (using Sleep in unrealscript would be in this case awry). All I tried managed to be 'non-latent' (using more threads).
    LDG Racing / Assault: ut2004://37.59.16.144:7777
    LDG Ballistic Weapons #1: ut2004://37.59.16.144:8040
    LDG Ballistic Weapons #2: ut2004://37.59.16.144:8025
    LDG Onslaught: ut2004://37.59.16.144:9950

  22. #22

    Default

    What kind of feature are you trying to implement? And wouldn't it be easier to implement it so it calls an event function when it finishes?
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

    <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
    <TNSe> nono
    <TNSe> its always funny to find code a week later you dont even remember writing
    <Pfhoenix> what's worse is when you have a Star Wars moment
    <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
    Note that your questions via PMs will be ignored if they actually belong in the forum.

  23. #23
    Skaarj
    Join Date
    Jan 2007
    Location
    Prague
    Posts
    27

    Default

    it is actually like Sleep until some contitions are met, but I need things to be sychnorised and prevent playerpawn creating a mess. Also the checking function process would be quite slow as it iterates a lot of objects.
    LDG Racing / Assault: ut2004://37.59.16.144:7777
    LDG Ballistic Weapons #1: ut2004://37.59.16.144:8040
    LDG Ballistic Weapons #2: ut2004://37.59.16.144:8025
    LDG Onslaught: ut2004://37.59.16.144:9950

  24. #24

    Default

    There's always the option of "while (someBooleanExpression) sleep(someSmallValueDependingOnRequiredAccuracy);"
    Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives

    <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
    <TNSe> nono
    <TNSe> its always funny to find code a week later you dont even remember writing
    <Pfhoenix> what's worse is when you have a Star Wars moment
    <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
    Note that your questions via PMs will be ignored if they actually belong in the forum.

  25. #25
    Skaarj
    Join Date
    Jan 2007
    Location
    Prague
    Posts
    27

    Default

    I see what I can do. Perhaps monitoring some certain fields might help. Else actually I might be able to calculate the exact time that the player sleeps
    LDG Racing / Assault: ut2004://37.59.16.144:7777
    LDG Ballistic Weapons #1: ut2004://37.59.16.144:8040
    LDG Ballistic Weapons #2: ut2004://37.59.16.144:8025
    LDG Onslaught: ut2004://37.59.16.144:9950

  26. #26
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    35

    Default C++

    Well I have thought about writing a separate program that jacks the ut2k4 game loop to detect when the loop starts over. Then between cycles, searches the memory for things I want to write or read between frames. For example, variables that are used to write to a scripted texture. You could put this in a winamp plugin for example to animate textures to music.

    Just a thought...

    Of course a lot has to do with how UT manages memory, among other things.

  27. #27
    Redeemer
    Join Date
    Sep 2002
    Location
    Ireland
    Posts
    1,143

    Default

    Well the problem with that is it would most likely require a bit of reverse engineering and that's against the EULA...plus, unless a native mod is compiled by a trusted source in UT2004 (i.e. someone close to Epic) then people usually question the files legitimacy and advise against using it (mainly due to how easy it would be to code a cd key stealer within the file)

    An alternative to what your talking about could be to use a UDPLink in UScript and code a winamp plugin to communicate through that. (the winamp plugin would carry the same concerns about trojans tho)
    Last edited by Shambler; 01-20-2007 at 06:33 PM.

  28. #28
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    35

    Default

    Reverse engineering would not be required (as in "dis-asm'ing" the exe). It would not make any mods to the exe or any other files used by UT. It just reads and writes to positions in the computer's memory. UT just so happens to be using that memory.

    It's as simple as changing all text on the screen in different programs from "Microsoft" to "Microcrap"

    The UDPLink idea sounds pretty good too
    DartraKraft

    ...it is good for the soul because it sets the soul free...


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.