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  1. #1
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Utah
    Posts
    211

    Default Which came first? Player controller or Pawn

    im looking to find which spawns which. i need to make a new player controller that doesnt spawn the pawn until a certain event in the games progression.

    but i havent been able to find where the pawn is created, so i dont know if the player controller spawns the pawn or if the pawn spawns the player controller.

    if any one knows where to look, please tell me. thats all i need.
    UTModding.com - Dont ever look at this site, its got more unreal 3 tuts than your body has room for!

    i repeat dont ever look at UTModding.com

  2. #2
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    The playercontroller comes first (GameInfo class, Login function). The new player controller is sent to one of two states (spectating or attract). The 'Restart' function then handles spawning a pawn for the player controller. Of course you can disassociate a pawn from its player controller at anytime as well though...
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  3. #3
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Utah
    Posts
    211

    Default

    hey thanx...

    is there a place that manages the player controllers movement, i really want to have the camera move like how it does when spectating... but where is the movement calculated .. or is it in one of those c++ src files?

    i assume your class based gameplay has a gui page

    how do you make a gui page open up on the screen, do you have any pointers or some magic functions you know about?
    UTModding.com - Dont ever look at this site, its got more unreal 3 tuts than your body has room for!

    i repeat dont ever look at UTModding.com

  4. #4
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    The player BaseSpectating state has the info for how it moves (kind of like flying but with less instantaneous direction change). The main difference being that once in control of a pawn, the native code actually calls the move/movesmooth etc function based on the pawn's physics type etc.

    I do have a GUI screen that comes up upon button press, and actually I had originally gotten help on it from EvilDrWong over on the WoD Mod Pod forums at BU since he had one for his Half Cocked mod. Basically I just have a player bind a key to a 'mutate showMyMenu' function which my mutator then interprets and opens up the menu on the controller sender's screen like this:
    Code:
    function Mutate(string MutateString, PlayerController Sender){
    	if(MutateString~="ShowYarmPSelect"){
    		Sender.ClientOpenMenu("yarm.MenuMidGame_yarmClass");
    	}
    	if ( NextMutator != None )
    		NextMutator.Mutate(mutatestring, sender);
    }
    and then just bind a key to 'mutate ShowYarmPSelect'
    Last edited by meowcat; 01-24-2008 at 11:13 PM.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  5. #5
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Utah
    Posts
    211

    Default

    hey thanx for your help man, i didnt know where to look exactly so youve really helped by pointing me in the right direction. with some luck i wont have to ask any questions for a while.
    UTModding.com - Dont ever look at this site, its got more unreal 3 tuts than your body has room for!

    i repeat dont ever look at UTModding.com

  6. #6
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    If you do have any other questions feel free to ask. UT2k4 (and some UT99) is about all I can help with now, no UT3 for me.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank


 

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