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  1. #81
    Skaarj
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    Gamertag: Mr Pointless

    Default

    Okay, I'm following both the custom mid-game menu tutorial and this one, and when I tried to compile it, I got this:



    So... I'm at a loss here. As far as I can see my filenames are fine, if that's what it's screaming about, and I can't think what else it could be. I'm sure I followed this word-for-word...

  2. #82
    MSgt. Shooter Person
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    Default

    Quote Originally Posted by Mr. Pointless View Post
    Okay, I'm following both the custom mid-game menu tutorial and this one, and when I tried to compile it, I got this:



    So... I'm at a loss here. As far as I can see my filenames are fine, if that's what it's screaming about, and I can't think what else it could be. I'm sure I followed this word-for-word...
    I don't think it has anything to do with the file name. It is a variable name found on the line represented in the ( ) after the filename.ext such as xTestMidGamePanel.uc(5) meaning the 5th line in that file has an invalid name for a variable.
    Mod: Renegade X (CNC Renegade Mod) | Unreal Script Coder
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  3. #83
    MSgt. Shooter Person
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    Default

    mr pointless

    open the file xCTFgame.uc
    go the the line nº 6,

    there is an error there, something has been bad written,

    also open xTEstMidGamepanel.uc
    go to the line nº5,

    another error there, something bad written,

    if you think you have followed word by word, copypaste the code, then look what happens

  4. #84
    Skaarj
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    Gamertag: Mr Pointless

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    Ah, I see, thanks.
    Turned out I'd typed an apostrophe ( ' ) where it should have had this character ----> ( ` ). I need to remember that one. :\

  5. #85

    Default

    Edit: Nevermind >_<
    Last edited by D-Hunter; 01-02-2008 at 04:00 PM.

  6. #86

    Default

    Quote Originally Posted by Geist View Post
    Yep, I'm extending UTMutator... and nope, I don't have bExportMenuData=false. The strange thing is that after working on a few other mutators, I recompiled and it made 4 .ini files (for past mutators) in a row, as if it finally noticed the .ini files needed creating. *sigh*

    So then, it eventually did create them, but I don't know why it's so inconsistent.
    I'm having the same trouble... config(MyMut) in the class definition, yet no ini's. Has anyone else experienced / fixed this?

    EDIT: For that matter, I don't see any .u files in the unpublished or the ..\script branches. I must be doing something wrong. I can see where it says Parsing UTMutator_MyMut on the commandline, but no .u nor .ini's?
    Last edited by Diademed; 01-13-2008 at 04:05 PM.

  7. #87
    Skaarj
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    Default

    Nice info, thanks i'm gonna start tommorow directly
    Creating & Portofolio Gamesite: 10%

  8. #88

    Default

    hey guys i was just wondering if i needed to be able to run ut3 to make maps and mods for ps3 seeing as i have an 7 year old pc or will i need to buy a graphic card oand other stuff to upgrade my pc.

  9. #89
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    You'll need a lot more power on the PC than you need to just run UT3 tolerably. I can run the game fantastically, but the editor is an altogether entirely different story.

  10. #90
    Skaarj
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    Gamertag: beskull

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    k, I am hesitant to post cause I know I should be able to figure this out, but it is driving me nuts. I've worked on it for 2 days now and I still get the same thing. Here is my error:
    Code:
    --------------------UTGame - Release--------------------
    --------------------UTEditor - Release--------------------
    --------------------UTGameContent - Release--------------------
    --------------------HelloWorld - Release--------------------
    Analyzing...
    C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc(1) : Error, Bad class definition ''/''/378/1
    Compile aborted due to errors.
    
    Warning/Error Summary
    ---------------------
    C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc(1) : Error, Bad class definition ''/''/378/1
    
    Failure - 1 error(s), 0 warning(s)
    
    Execution of commandlet took:  8.98 seconds
    I've checked my file names (I've tried this on several cut and paste mutators) and it doesn't even work on a Weapon mod I copied from the source. Please help.
    Here is my actual code:
    Code:
    class HW_Mutator extends UTMutator;
    
    function InitMutator(string Options, out string ErrorMessage)
    {
         loginternal( "Hello World" );
    
    Super.InitMutator(Options, ErrorMessage);
    }
    I've saved the file in Unicode and i can't think of anything else.

  11. #91
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    Default

    If I remember correctly, Unicode is bad

  12. #92

    Default

    The UnrealEngine only accepts ASCII-compatible single-byte encodings (e.g. ISO 8859-1 or Windows-1252) or UTF-16 with byte order mark. UTF16 without byte order mark and other multi-byte encodings are not recognized. This includes UTF-8!
    Script source files should always be restricted to ASCII characters, though. Other characters can be generated through the Char() function or imported via localized properties from UTF-16+BOM-encoded localization files.
    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.

  13. #93

    Default

    How do you force UED to load your custom game ini for mapping with custom actors and such?

    Tried UT3.exe editor -ini=UTMyGame.ini but that didn't seem to work.

  14. #94
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    you don't .. ?

  15. #95
    MSgt. Shooter Person
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    Default

    With lots of reading of the forum and web I have a little mutator (mostly) working. My question is about workflow. I use the Server button on the Unreal Frontend. That launches with the selected map (WAR-Torlan). But since I am currently working on the mutator's configuration screen, I have Disconnect from the game started. When I get back to the main menu the computer takes control and launches WAR-Torlan again. Once I disconnect from that I can then go into the Multiplayer - Host Game - etc add my mutator and test my configuration. I'm spending a lot more time getting UT3 to the point that I can test my mutator configuration than I am working on my mutator. Is this normal? Have folks figured out a better way? Thanks!

  16. #96
    Redeemer
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    Default

    Just run UT3 with the -UseUnpublished commandline option?

  17. #97
    MSgt. Shooter Person
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    Prefect, thanks immortius.

  18. #98
    MSgt. Shooter Person
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    I'm testing my mutator using a server and client now.

    Is there a way to make LAN the default Server Type? I've also been searching around for some documentation or examples of using the Localization .int files it appears that udn.epicgames.com is down, or at least unreachable by me today.

    Thanks in advance!
    Last edited by I<3UT; 03-29-2008 at 05:25 PM.

  19. #99
    MSgt. Shooter Person
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    Default

    Hello, everyone, I've coded a mutator thats extends the Stinger to create a new behavior to the weapon, the code is working so I made a package to set a new skin to difference the weapon, everything is ok in the editor, i've copied the stinger mesh, material and textures (screen capture) and made my changes and renamed all to my new set, the new material is all ok and I made it to show on my version of Stinger mesh and it works too. Well, I've overwrited the default weapon property to reference my new package and it does not works, the compiler says that can't find my upk and the PIE shows the super.mesh...

    There is one more problem, I only can play into the editor, when I use the mutator to replace my weapon, there stills nothing on the pickup factory or in the invetory when I selected my version of the weapon, but all works when I'm playing in the editor...
    DM-Bloodlines [Beta 1.3] [Updated 16 aug/09] [New Pics] [Strategy Guide]
    Mercenary Mutator [Goal-Based DeathMatch] [W.I.P.] [Internal Alpha]

  20. #100
    MSgt. Shooter Person
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    Default

    where do you put your files (UPK and so on) ? Do you also use option "-useunpublished" for compilation and run ?

  21. #101
    MSgt. Shooter Person
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    I'm only using the .upk, the texture files are in another disk, but everything was imported into the package file, need I to put all in the weapon directory at \src?

    Hm I'm not adding -useunpublished when I run the game/editor... may be that is a problem happening... I've tried Published\CookedPC, Unpublished, also placing into the game folders my .upk file, nothing never worked...

    I'll try compiling again to see if was that the problem with the mesh reference... may it also fix the pickupmesh when running the game, or not?

    I'm not even a programmer, I'm just trying something with the script too
    Last edited by luau.design.df; 06-05-2008 at 05:38 PM. Reason: Adding something
    DM-Bloodlines [Beta 1.3] [Updated 16 aug/09] [New Pics] [Strategy Guide]
    Mercenary Mutator [Goal-Based DeathMatch] [W.I.P.] [Internal Alpha]

  22. #102

    Default

    I did a "ut3 -batch export" on ripperlite for ex as described here:
    http://utforums.epicgames.com/showth...=585103&page=2
    The exported scripts seemed okay...

    And tried immediately after to compile it using "ut3 - make" but got a bunch of errors (5 i think very similar)
    What did i do wrong, if anything? Help
    ex:
    Importing Defaults for UTAmmo_RipperLite
    C:\Program Files\Unreal Tournament 3\Development\Src\RipperLite\Classes\UTAmmo_Ripper Lite.uc(28) : Error, BEGIN OBJECT: The component name PickupLightEnvironment is already used (if you want to override the component, don't specify a class): Begin Object Class=DynamicLightEnvironmentComponentName=PickupL ightEnvironmentObjName=PickupLightEnvironmentArche type=DynamicLightEnvironmentComponent'UTGame.Defau lt__UTAmmo_FlakCannon:PickupLightEnvironment'
    Importing Defaults for UTAttachment_RipperLite
    C:\Program Files\Unreal Tournament 3\Development\Src\RipperLite\Classes\UTAttachment_ RipperLite.uc(11) : Error, BEGIN OBJECT: The component name SkeletalMeshComponent0 is already used (if you want to override the component, don't specify a class): Begin ObjectClass=SkeletalMeshComponentName=SkeletalMesh Component0ObjName=SkeletalMeshComponent
    0Archetype=SkeletalMeshComponent'UTGameContent.Def ault__UTAttachment_Translocator:SkeletalMeshCompon ent0'

  23. #103

    Default

    What does the Config(game) gives you? I'm familiar with Java but I don't understand this construct.

    Quote Originally Posted by Limi View Post
    I'm trying to run the basic of basic helloworld mutators as a test to make sure everything is working right, and to also get a feel for the engine again. But I'm having some issues.

    I have successfully compiled the mutator, and i'm using the -unpublished and -log flags to get some output. I can see that it's trying to load my mutator, but its just saying...

    Code:
    Error: Error reading attributes for 'C:\Games\Unreal Tournament 3\Binaries\..\UTGame\Unpublished\CookedPC\Script\MutHelloWorld.u'
    No idea's on whats causing this. Although the mutator does appear in the in-game lists. So I try to start a local instant action with my HelloWorld mutator and...

    Code:
    ScriptLog: Mutators MutHelloWorld.HelloWorld
    Warning: Failed to load 'Class MutHelloWorld.HelloWorld': Failed to find object 'Class MutHelloWorld.HelloWorld'
    So I have no ideas at all, anyone else got any?

    Here's the code im using...

    Code:
    class HelloWorld extends UTMutator
    	config(Game);
    
    function PostBeginPlay()
    {
      Super.PostBeginPlay();
      LogInternal("Hello World");
    }
    
    defaultproperties
    {
      bExportMenuData=true
      GroupNames(0)="TEST"
    }
    I'v also tried instead of function "simulated event" as that appears to be used about the place but no dice.

  24. #104

    Default Problems finding source files with UT3 make

    hello,

    I've carefully read the tutorials and instructions but UT3 make seems to have problems finding my HelloWorld.uc file. Here's what I did:
    I've created subdirectories in the Src directory:
    Src/HelloWorld/Classes
    I've created HelloWorld.uc in the Classes directory
    I've added in UTEditor.ini:
    ModPackageS=HelloWorld

    When I run UT3 make I get this error. Any hints?


    Init: Version: 3487
    Init: Epic Internal: 0
    Init: Compiled: Oct 21 2007 03:17:32
    Init: Command line:
    Init: Base directory: C:\Program Files\Unreal Tournament 3\Binaries\
    Init: Character set: Unicode
    Log: Executing Class Editor.MakeCommandlet
    --------------------Core - Release--------------------
    --------------------Engine - Release--------------------
    --------------------GameFramework - Release--------------------
    --------------------Editor - Release--------------------
    --------------------UnrealEd - Release--------------------
    --------------------UnrealScriptTest - Release--------------------
    --------------------IpDrv - Release--------------------
    --------------------OnlineSubsystemGameSpy - Release--------------------
    --------------------OnlineSubsystemLive - Release--------------------
    --------------------UTGame - Release--------------------
    --------------------UTEditor - Release--------------------
    --------------------UTGameContent - Release--------------------
    --------------------HelloWorld - Release--------------------
    Warning, Can't find files matching C:\Users\myriam\Documents\My Games\Unreal Tournament 3\Binaries\..\UTGame\Src\HelloWorld\Classes\*.uc

    Warning/Error Summary
    ---------------------
    Warning, Can't find files matching C:\Users\myriam\Documents\My Games\Unreal Tournament 3\Binaries\..\UTGame\Src\HelloWorld\Classes\*.uc

    Success - 0 error(s), 1 warning(s)

    Execution of commandlet took: 3.36 seconds

  25. #105

    Default

    Okay, i've solved this one about not finding *.uc files but now I have runtime errors which I'll post separately.

  26. #106

    Default Error reading attributes for ...

    Okay, I've compiled my HelloWorld.uc okay. I'm getting this runtime error now in the logs, no matter what I do. I run UT3.exe -useunpublished. Here's the code which is similar to what I found in another post:

    class HelloWorld extends UTMutator Config(Game);
    function PostBeginPlay() {
    Super.PostBeginPlay();
    LogInternal ("Hello World");
    }

    defaultproperties {
    bExportMenuData=true;
    }

  27. #107

    Default

    After several trial and errors and googling a lot, the "error reading attributes" is not too meaningful. It will work regardless as long as you include your mutator in the setup screen for Instant Action. My mistake was to just do a new Campaign and I was therefore not including my mutator. If you want to get rid of this error, you can copy your unpublished directory to the C:\Program Files\Unreal tournament 3\ directory but again that is not necessary.

  28. #108

    Unhappy compiling problems

    i'm also getting compiling problems similar to euchreplayer,

    i'm getting 2 errors and 19 warnings,

    the errors seem to be to do with BEGIN OBJECT PickupLightEnvironment
    which it says is already in use, in the ammo class
    and the BEGIN OBJECT SkeletalMeshComponent0 in the Attachment class, which again it says is already in use?

    any idea's of how to get around these?

  29. #109

    Default down to 1 error but confused

    hey. i've managed to work this down to 1 error but i'm really confused as to what this error actually is and how to fix it

    as you can see from the error message in the compiler there is an error saying unexpected i (or something similar) in the code. however i can't actually see this error in the code



    can anyone help?

    regards

  30. #110

    Default

    daaave.....
    check your .uc file save as.....
    encoding should be "unicode"

  31. #111

    Default

    daaave.....
    check your .uc file save as.....
    encoding should be "unicode"
    thanks for the help however i've tried it but still seems to be unsuccessful. same error again.

    EDIT: i' resaved all other files in the mod as unicode files and it them seemed to work. without the fatal error. only 10 warnings to go :P
    Last edited by daaaave; 08-12-2008 at 09:18 PM.

  32. #112

    Default

    The "Unexpected 'ï' " is actually the unicode UTF-8 byte order mark (BOM).

    http://unicode.org/faq/utf_bom.html

    I recommend saving as ANSI text (also known as ASCII) to avoid any problems or confusion about different unicode formats. Saving as utf-16 might work. I belive the engine understands utf-16 but not utf-8. Oddly enough, the ut3 script source is in utf-8 format, so none of it compiles by default. If you copy Epic's files and tweak a few things it doesn't work unless you also convert the text format too. IIRC what windows calls 'unicode' is utf-16, so what euchreplayer23 says is probably true, but I still recommend ANSI as it works everywhere and you probably aren't using any unicode features anyway.

    *edit*

    uh never mind I see you got it working You responded while I was responding :P

  33. #113

    Default

    thanks for the advice though i appreciate the input.
    and with some success i have my weapon in game. moderate success anyway. lol

    i can't yet see the weapon in 1st person view. but can see it in the game. as the below screen will show. any reason why its missing? have i missed a socket in the engine or something in the attachment file?


  34. #114

    Question weapon offset

    hi guys. making some progress but i'm a little confused as to how to properly align the weapon. i've been playing with these 2 properties

    PlayerViewOffset=(X=0.0,Y=0.0,Z=0.0)
    SmallWeaponsOffset=(X=20.0,Y=0.0,Z=10.0)

    with player view offset i have been able to move things around so i can see the gun and the arms. (see below) however this seems to only move the view and not the weapon. so after resetting that back to 0.0 on all axis the smallWeaponOffset was the way to go. however this seems to not do too much as the weapon is no w of screens and only a muzzleflash is visible in the top right corner?

    does anyone know of any standard setting to reset these properly? or to get the gun to sit in the correct place?

  35. #115
    MSgt. Shooter Person
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    Aug 2008
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    Default

    Hey everybody, first off thanks a bunch for the help-

    (Surprise, surprise) I'm not a programmer, and am trying to get a custom weapon in- it's killin me! I see the above post has a (whooT!) custom weapon in and showing- heck, that's WAY further than I seem to be getting!

    basically, I've created the package, animsets/meshes/materials, saved it out into the "My Documents\My Games\Unreal Tournament 3\UTGame\published", copied and modded the needed class files, and put those into the "My Documents\My Games\Unreal Tournament 3\UTGame\Src"- all meticulously per GeoDav's (wonderful, but hard to follow for myself) weapon tutorial. Now, I should open UT3ed and it will ask me to compile? Nope...

    I'm assuming I messed up at the "scripts" part- now, please don't laugh (haha), but just what are these "scripts" and where/how do i go about getting/making them? I DO know that a "script" in general is a series of commands that tell this or that to do etc etc- lol - but the tutorial just said, quote from GeoDav (again huge thanks):

    "Ok a quick folder check, your weapon package must be in the unpublished folder tree and in the published folder tree(for testing). Scripts in the Scr folder tree."

    Eeek! what are the "Scripts" that I put in the "Scr" tree? Also, where the heck is "Scr"? I can find "Src", but no "Scr", although I assumed this was just a typo...

    Thanks again everybody, REALLY appreciate the help, my ridiculous college refuses to use UT3 and (gag) still uses UT2004 which I LOATH, so am teaching myself UT3 fast as I can to keep passing my classes and getting ready for next gen! I have gotten a character and custom level, but weapon/vehicle is a PAIN so far.

    THANKS!

  36. #116
    MSgt. Shooter Person
    Join Date
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    Default

    well, i looked a few pages back again, and found I had missed/skipped a gem! got my mod to compile- and WOW i broke stuff. haha, see pic...well, I'll be working on that then...if anybody has input on what went wrong, lemme know, please!

    THanks


  37. #117
    MSgt. Shooter Person
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    Default

    okay guys, well, moving right along-

    so i've got it down to FAR fewer crazys- basically, now it's just hootin and a hollerin that my package can't be found- but it's right there! I've checked!

    I should be saving it to the "mygames...\published\CustomWeapons" directory, right? Or should I have that "CustomWeapons" folder? It seemed to make sense to me.

    Thanks!

  38. #118

    Default

    This is where I have ours:

    For Developing: My Games\Unreal Tournament 3\WarmGun\Unpublished\CookedPC\Weapons

    For Release: My Games\Unreal Tournament 3\WarmGun\Published\CookedPC\Weapons

  39. #119
    MSgt. Shooter Person
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    Default

    Hey Austin-

    thanks for the input, tried that too...no luck. Is there somewhere that I need to specify to the engine where to look for the .upk file?? I did that exact path, no luck. need I say ARG? lol...

    oh too everybody I now have a full and detailed description of the error, plus all my UC files right on this forum:
    http://forums.epicgames.com/showthre...1#post25501905

    thanks

  40. #120
    MSgt. Shooter Person
    Join Date
    Aug 2008
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    Default

    great, well, now using "Make -unpublished", and some other minor fixes, it finishes compiling, claims to write a script- then crashes (the usual "Unreal 3 has Encounterd and Error. We apologize for the inconvenience. yada yada..."). No script to be found.

    when i place the same .upk file in teh same place, but in the Published tree, it simply won't find the .upk file still.

    I just know I'm going to smack myself in teh head when i figure this one out...


 
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