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  1. #1

    Default Custom Player Controls

    I want to make a space shooter using the UDK. Naturally, this will require a control scheme far different from the default FPS-style control scheme of the UDK.

    I haven't really messed with the Unreal Engine once since the UE1 days. I'm aware that there is now an object called a PlayerController, as well as an object called a PlayerInput, but I'm unsure how I can use these to map player input.

    Basically, I need a player pawn that can be moved in two dimensions, along with a fixed third-person camera. I apologize if this is a newbie question, and I appreciate any help.

  2. #2
    Iron Guard
    Join Date
    Nov 2006
    Posts
    716

    Default

    Sounds like you want to do something somewhat similar in theory to Psyonix's little sample UDK game, Whizzle... Lucky for you, Psyonix documented their development process in a pdf that is available in the "Documentation" link at the very top of the page. That, and the other links there should give you a good start.

  3. #3

    Default

    Well, that was a total RTFM moment. Thanks for your assist.

  4. #4

    Default

    till i don't know how to control my player (i adding my own SM via script)

    i go through whizzle document but that's not enough for me

  5. #5
    Skaarj
    Join Date
    Nov 2009
    Location
    It changes too often to keep this updated.
    Posts
    5

    Default

    I have the same situation albeit in a different context. I checked out the Whizzle documentation, and it looks like they are deriving from a PlayerController class to handle input and making modifications to update functions accordingly.

    What I don't understand is why the Whizzle example doesn't derive from PlayerController itself; the script shown in the PDF derives from some special player controller class... but this shouldn't be an issue.

    - raj


 

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