How can I use a PPE asset in kismet? The only place I found usage of a PPE (stored and read from a package) is in the UTRemoteRedeemer class. Unfortunately I have no idea how I to make a Kismet node out of it.
How can I use a PPE asset in kismet? The only place I found usage of a PPE (stored and read from a package) is in the UTRemoteRedeemer class. Unfortunately I have no idea how I to make a Kismet node out of it.
Hmm very tricky... when one makes a new PostProcessEffect kind of asset in UEd, the thing that gets created in the package is actually PostProcessChain class. The PostProcessEffect class is the parent of DOF, MotionBlur, etc nodes in the PPEditor.
Here is a kismet node which allows the LD to assign a PostProcessEffect asset (aka PostProcessChain) to the player.
Code:class utseqact_setpostprocess extends sequenceaction; var () postprocesschain ppe_asset; var LocalPlayer LocPlayer; event activated() { LocPlayer = LocalPlayer(PlayerController(Targets[0]).Player); LocPlayer.RemoveAllPostProcessingChains(); LocPlayer.InsertPostProcessingChain(ppe_asset, INDEX_NONE, true); } defaultproperties { ObjName="Set Post Process" ObjCategory="Camera" Name="Default__UTSeqAct_SetPostProcess" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' }
One problem is that a player variable needs to be linked to the node's target slot. Is there a way to avoid that? (I'm not a coder, so please be verbose in tips and explanations.![]()
Zoltan,
Sweet! Thanks for this, I just got it to work with material effects.
I've got to work out the nuances, but so far it seems to be very usable.
~M
Now I can do that fishtank level!
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Last edited by frogspasm; 12-20-2007 at 03:37 AM.
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