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

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
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<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!"
Yes I am only programming for UT2004.

Then you're stuck with UnrealScript.
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<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!"
Hmmph. So there is no way at all to incorperate C++ into my UnrealScript for UT2004?
For about $300,000, sure.
Unreal Development Kit Game Programming with UnrealScript: Beginner’s Guide
Stubborn Horse Studios - Angel Mapper
To have said goodbye to things!
What could I spend $300.00 on to use C++ with my UnrealScript (and around how much is $300.00 in British Pound Sterling)?
It's a comma not a dot$300,000

In words: three hundred thousand
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<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!"
Ok... so if I spend this $300,000 what do I get? And how at 15 can I afford that?
An Unreal Engine license.
Unreal Development Kit Game Programming with UnrealScript: Beginner’s Guide
Stubborn Horse Studios - Angel Mapper
To have said goodbye to things!
Indeed. Well I do not think I will be doing that in a hurry![]()
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
Oh well. I will just have to keep with UnrealScript for now then.
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.
.......eh?
I do not mean to be nasty but: whatever you wrote, please write again in English, I didn't understand it at all.
mean U want me to write with accent .sry pal,unavailable.
Which means a lot of freakin money.
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).

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
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<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!"
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.

There's always the option of "while (someBooleanExpression) sleep(someSmallValueDependingOnRequiredAccuracy);"
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<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!"
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
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.
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.
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