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Deleted!!!
Last edited by xnasorcerer; 11-02-2011 at 01:33 PM.
this do not work for me i cant find Bindings=(Name="Escape",Command="CloseEditorViewpo rt | onrelease ShowMenu")
and on the part where you say add this function i had to add that function to MygameInfo or just Mygame?
now everytime i try compile it say unexpected { in Red and it no work
thanks now it works but you dont know how to make this when i click on exit of game in my pause menu it close the game
well apareantly youtube delete you video maybe make it in parts
awsome
nice work .
Obrigado boa ondaxnaSorcerer !
how the heck do i just make it quit on the press of escape key?????
Edit
Found Solution : http://utforums.epicgames.com/showthread.php?t=720159
Last edited by adityagameprogrmer; 03-05-2010 at 06:38 AM. Reason: Found Solution
In the main menu, could I make an active 3D world in the background? If yes, How?
I want to have a windmill and some flowing water.
And I won't see the player? Like in one clip on youtube (I think it's your clip), when the guy spawn with the main menu, the pawn was right behind the menu.
sorcerer,
i been following your tutorial and would like to say thanks!
i got one problem though, i'm not getting anything executed in my own PlayerController.uc
when i simply bind the escape key to a quit command, my app will exit as wanted, but when i try to call your function (or any other function) in my playercontroller.uc nothing happens.
maybe you got any hint for this
i'm running on the march release btw
thanks
chris
you need to specify your playercontroller in your gameinfo
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- Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks
thanks!
this is how my gameinfo looks like
class K3DGameInfo extends UTDeathmatch;
defaultproperties
{
PlayerControllerClass=class'K3DPlayerController'
DefaultPawnClass=class'K3DPawn'
Name="Default__K3DGameInfo"
}
Sorry if this is a extreme noob question( I am new to UDK) but where is UTInput.ini and the playercontroller located.
Thanks in advance![]()
thanks m8
but i don't find the UTPlayerController in there tho:/
Last edited by Heffaklumpen; 03-16-2010 at 03:46 PM.
thank you xnasorcerer, you help me with this tutorial to figure out how to make my own custom main menu, thank you very much.
http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com
please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!
How would I go about setting up the players Dodge function? I tried looking at how Epic mapped their movement/firing exec functions in the playerController, but it didn't make much sense to me. It was calling some other weird functions I didn't understand. Plus the dodge function isn't even found in the playerController, its within the UTPawn class.
In the Default Input.ini, whenever they have a mapped movement, they use things like aAxis -100. What does that even mean? Why do they include numbers?
Thanks! =)
What is? I made it like in tutorial (even with names) and when I play the game and press escape nothing happens. Even unreal menu won't show up. I'm using march release.
Edit: I've added an log command to show if PressEscape function is executed. Answer is NO. So the problem must be in config file.
Edit2: Solved. I forgot that I have changed my PlayerController to default
Last edited by ziuber18; 05-02-2010 at 04:50 PM.
Could someone help me figure out why I can't get this working?
I have tried to follow this thread and the video but my UIScene still won't appear when i press Esc.
MyPlayerController looks like this:
MyGameInfo looks like this:Code:class MyPlayerController extends UTPlayerController; // Called when the player presses Escape. exec function PressEscape() { WorldInfo.bPlayersOnly = true; SetPause(true); OpenUIScene(UIScene'PostHoc.UIScene_PauseScreen.PauseScreen'); }
The part i've change in UTInput looks like this:Code:class MyGameInfo extends UTGame; defaultproperties { PlayerControllerClass=class'MyPlayerController' DefaultPawnClass=class'MyPawn' }
To test the UIScene, I made a little Kismet network with a touch trigger which set off an Open UIScene. My UIScene opens that way, so i think i've got some of the script wrong.Code:Bindings=(Name="Escape",Command="CloseEditorViewport") Bindings=(Name="Escape",Command="PressEscape")
Anyone got an idea?
Is your game running your MyGameInfo, if isnt it wont open.
Last edited by A Rabbit; 05-04-2010 at 12:07 PM.
You can select and run it in the editor by going to view -> world properties->work info -> game type.
In the long run you may want to add this to your MyGameInfo properties:
Then put "MG-" in front of the maps that you want to run that game type under.Code:Acronym="MG" MapPrefixes.Empty MapPrefixes(0)="MG" DefaultMapPrefixes.Empty DefaultMapPrefixes(0)=(Prefix="MG",GameType="MyGame.MyGameInfo") Name="MyGameInfo"
Ah ha!
That's my menu working when I play in editor. Thanks
How do I get this to work when I "Play on PC"?
If you have the prefix in the map name then it should work in the editor and through the .exe, however even though I have this working on my computer when I go to build and package my game ready for distribution it doesn't work, it just comes up with the default escape menu. Anyone got any ideas?
I think we may need to delete this line of code as well:
Although I haven't re-packaged my game to see if it works.Bindings=(Name="Escape",Command="GBA_ShowMenu")
I have decided to alter the original mid game menu to my own which worked in the editor this way your guaranteed to get the desired result....the pic i posted is midgame menu, just search for it in the content browser then move the UDK assets above the screen area and replace with your own.
I tested it and it cant fail so hooraaahhh!!!!
hey nice tutorial Sorcerer!! I was able to make my own menu too...
but I have a slight problem in here.....when I press escape, the game pauses and menu comes. But when I say "Resume", the menu goes off, and the player is able to move, but Thats It, nothing else happens, the doors don't open with triggers, the gun doesn't fire, nothing....jus the player can move....how can that be sorted???
I have only done changes to my PlayerController & Input files, as you have done in the tutorial, so nothing different
Please Help![]()
nice tuturial but i have one big problem (UDK Dec. 2010)
if i fully recompile the Log say's
Analyzing...
C:\UDK\UDK-2010-12\Development\Src\TheBlock\Classes\MyPlayerContro ller.uc(15) : Error, 'OpenUIScene': Bad command or expression
Compile aborted due to errors.
Warning/Error Summary
---------------------
C:\UDK\UDK-2010-12\Development\Src\TheBlock\Classes\MyPlayerContro ller.uc(15) : Error, 'OpenUIScene': Bad command or expression
Failure - 1 error(s), 0 warning(s)
Execution of commandlet took: 18.27 seconds
[Jan 24, 3:39 ] COMMANDLET 'UDK.exe make -full' FAILED
Want shout i do ?
I believe you are encountering this problem because UIScene is no longer in use thanks to Scaleform. As such, the code for UIScene has been removed from UDK and I don't think they plan on bringing it back. You may want to look around for a similar tutorial using either Scaleform or the basic Canvas functions found in the code base. Good luck!
Thank you![]()
But can't i simply replaye OpenUISence with a command for .swf Movie/GfX Movie etc ?
Hello, if there is any post on this forum which can answer my question, very sorry. I haven't found any.
I have got a little problem with GfxMovie class used as pause menu. Currently I'm making game to my university.
I have made function in MyPlayerController which is called as i press esc key (changed in UDKInput to use that function). Function is based on TogglePauseMenu function from UTHUDBase file.
It looks like that:
ETIPauseMenu is my class which extends GFxMoviePlayer class. Nothig special there, almost only "what to do when such button is pressed in menu".Code:[...] var ETIPauseMenu pauseMenu; [...] exec function ETI_ShowMenu() { if ( pauseMenu != none && pauseMenu.bMovieIsOpen ) { //SetPause(false); //pauseMenu.SetMovieCanRecieveFocus(false); //pauseMenu.SetCanReceiveInput(false); pauseMenu.ConditionalClearPause(); pauseMenu.Close(false); } else { WorldInfo.bPlayersOnly = true; // SetPause(true); if (pauseMenu == None) { pauseMenu=new class'ETIPauseMenu'; pauseMenu.MovieInfo=SwfMovie'ETI-PauseMenu.ETI-PauseMenu'; pauseMenu.LocalPlayerOwnerIndex = class'Engine'.static.GetEngine().GamePlayers.Find(LocalPlayer(Player)); pauseMenu.bPauseGameWhileActive = true; pauseMenu.SetTimingMode(TM_Real); } pauseMenu.Start(); } }
Now, I have a problem with all that stuff. As I press "Esc" game is paused, menu works good, as I press "Esc" again I can move my character but game is behaving like it would be still paused. So projectiles are frozen in mid air, I cannot shoot, etc. (I've tested it with animation, movin camera etc. all is frozen I can move player thou). My question is, what do I do wrong and how to fix it?
And I'm using June build.
EDIT: WorldInfo.bPlayersOnly = true; (have to be changed to 'false'); I'm not quite sure what does that line do thou...
Last edited by Planet; 09-12-2011 at 03:00 PM. Reason: Adding info about UDK build.
Why is this deleted?
Xnasorcerer, you have been deleting all of your tutorials. Many google searches have brought me to your tuts, but they're gone. Why?!
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