thank you
no compile warnings now![]()
Please ask questions in the forum, NOT a private messageCode:We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
tegleg.co.uk
My Tutorials n Stuff
Games: Tegs Playground - Unwheel2 - VCTF Game - Sponic Mesh 3D - Shh.. dont tell anyone about my android apps.
will code for money
Wonderful weapon, tnx alot.
But i cant use this weapon with my player!!!
I'm starter and i tried, but i cant. i could use this wonderful weapon for my bot though.
please give me some help. i use of April release. tnx alot
I assigned this weapon to bot and everything is OK. face is ok, shooting is ok, everything.
How do I assign this weapon to my player??
My player is default player of the game.
Any word on how to fix it to work with the May release? I love this thing!![]()
May SniperPost.rar
![]()
AnimTree lol Epic!
Awesome weapon man.......super easy install..
keep up the sweetness.
Thanks again...
Im working on learning the UDK and im trying to parse your script but i just cant. Im's trying to adapt the script into a "Base Gun script" that i can make assault rifles and such off of. And ive dampened the damage and ive increased fire rate and such like that. But now im confused as to what to do next! Im trying to add the following to the script and i cant figure it out nor can i find any tutorials
> Clip : Id like the ability to reload not sure how to do this with the unreal system
> recoil : i tried looking for some kind of accuracy variable and i cant seem to find one
> Shorter tracer : i like the tracer but i cant seem to find a timer in the script to make it shorter.
I mean i can rough my way threw coding. but im just really new to this Uscript stuff. I'd love it if you could help me or link me to a weapon creation tutorial!
Last edited by BlackRaven546; 06-24-2010 at 04:40 AM.
Waaaah (for lack of a better word)! this is priceless! Thanks a sextillion man (thats a number? I can hear you kids giggling, shut up)!
I know they're public domain (love that phrase, just sounds good) but did you rig/set these up yourself!? You mean I can just put this straight into my project and it will shoot rounds and hurt people?
Man we need more threads like this, until we all become professional modellers (or want to work on a commercial project). If you put any work into these, let me know and I'll atleast give you a special thanks or shout-out if I release my project (non-profit).
Drinks are on me mate, this is a great resource for learners!
There is no religion except that of Music. There is no god, except that of your own will to create music.
-Ancient Texts of Truth
Hello OmegaMinus1 and udk guys, may i ask you if you have the bone rig inside or did you just bake the animation on the mesh ?
This is just an awesome starting point for udk anim newbie like me!
THX a lot
Maya/Max/Zbrush/Mudbox/Wings3d modeler and sculptor
Max animator
Followed the instructions but this isn't working in the June build... :/
Violence isn't the answer, it's the question.
June Sniper Post
1) They removed bLightArmor from the vehicle Class
1A) Not really need made the weapon damage scale when vehicle hit
2) They removed UTVehicleBase Class
2A) Used UTVehicle Class
3) They removed TakeHeadShotDamage from UTPawn Class
3A) Added it back
4) They removed HelmetArmor from UTPawn Class
4A) Ask them WTF I have no Ideal
I added back everything to have the weapon functioning proper.
Nice weapon, how long did it take you to make it?
In the July build I get the following:
Warning/Error Summary
---------------------
C:\UDK\UDK-2010-07\Development\Src\UTGame\Classes\UTDmgType_Sniper Primary.uc(9) : Error, Unrecognized member 'bLightArmor' in class 'UTVehicle'
C:\UDK\UDK-2010-07\Development\Src\UTGame\Classes\UTWeap_SniperRif le.uc(122) : Error, Unrecognized member 'TakeHeadShot' in class 'UTPawn'
Failure - 2 error(s), 0 warning(s)
Execution of commandlet took: 10.84 seconds
[COMMANDLET 'UDK.exe make -full' FAILED] July 21, 7:01
Can someone check the death animation for me.
The bot just hangs in the air and only animates the lower half of its body when playing the deathanim.
I'm not sure if I've messed something up, but its the same in all the builds that I have from December-July.
Thanks.
Nice weapon btw.
i had a look at the epic ut3 sniper scripts, and they drew up a simplified one from scratch myself for UDK, except for a few minor things in the default properties and the "enemyPawn" stuff they came out identicle. sadly epic did quiet a good job with the UT3 sniper rifle scripts lol.
nice upload Omega, and i must say, damn nice model
Hey, I was having the same problem using the custom weapon may build and the july build of UDK. After i swapped to the June build of the rifle it works fine!![]()
Ok, i feel kind of stupid but how do i get the weapon to my player in game?
I tried with allweapons but still no go
edit:duh, maybe i should add it to allweapons first![]()
Plastic Piranha
RikocheT
where exactly do you put that line of code? i got errors because i placed it directley after the code itself. And does that make the gun like the one in the video?
what code do you refer too?
Plastic Piranha
RikocheT
well i was refering to the second projectile code but i accidently got screwed up on the post. Its the code that OmegaMinus1 posted with a video that contained projectiles.
im also trying to create my weapon using the files given here but i cannot seam to be able to export using actor x. it comes up with a warning stating "No valid skin triangles digested". i went back into the original file and without changing anything to the sniper I tried again and it came up with the same error? does anyone know what the problem is?
where i can download the version July of this weapon???
dude, it looks like a handgun converted into a sniper rifle...THAT IS SO WICKED!!!!
Postal 2: UDK !! http://www.indiedb.com/games/postal-2-udk
how can I get it to work?
I'm a bit confused, this weapon obviously has different hands to my player model. If I made my own custom 1p weapon mesh, must I also make hands for every different character that may use the weapon?
No, but you will need to devise a system that has seperate Hands from the Weapon, if you want to display the Hands on the first-person player's screen.
http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com
- Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks
I've fully recompiled and that went ok, how do I put it in the game? Cant import it and its not in the content browser.
Thanks in advance
actor browser > navigation.. > weaponfactory
weaponfactory properties select the sniper, this will be a weapon pickup on your map
Please ask questions in the forum, NOT a private messageCode:We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
tegleg.co.uk
My Tutorials n Stuff
Games: Tegs Playground - Unwheel2 - VCTF Game - Sponic Mesh 3D - Shh.. dont tell anyone about my android apps.
will code for money
When i try to compile this in october build i get this error.
" C:\UDK\UDK-2010-10 \Development\Src\UTGame\Classes\UTPawn.uc(4825) : Error, Redefinition of 'function ThrowActiveWeapon' differs from original; different number of parameters "
The ThrowActiveWeapon function was removed from the October base scripts so if you are overriding it then that needs to be removed to work.
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