Results 1 to 28 of 28

Thread: Pawn not used

  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default Pawn not used

    Hey,
    When I play the game outside the editor, my pawn is not used.
    How can I fix this?

    Edit: I changed this aswell:
    DefaultGame=SuperFun.CustomGame
    DefaultServerGame=SuperFun.CustomGame
    PlayerControllerClassName=SuperFun.CustomPlayerCon troller

    But it didn't work.
    Last edited by vixez; 04-29-2010 at 01:36 PM.

  2. #2

    Default

    I'm not quite sure what you're trying to say. If you mean that you've created your own Pawn class but starting the game still uses the original Pawn class, then you'll have to change the class used in the GameInfo. If you're using all of the UT stuff then you'll want to subclass UTGame, otherwise you'll probably want to subclass GameInfo. Then you're going to want to change the DefaultPawnClass to yours.

    For example your GameInfo might look like this:
    Code:
    class MyGameInfo extends GameInfo;//or extends UTGame
    
    defaultproperties
    {
    	DefaultPawnClass=class'MyGame.MyPawn'
    	Name="Default_My_GameInfo"
    }
    MyGame would be used if your files were in a separate folder in Src called MyGame

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    My pawn is working fine when I use it in the editor (PIE), but when I play the level outside the editor, it's the standard pawn class.

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    United States
    Posts
    274

    Default

    Are you running through frontend then pressing the launch button or are you using udk.exe and making it run your game? Unless they changed this in the last updates you need to setup a shortcut that runs your particular game... well that is until you change frontend to point to your game.

    www.youtube.com/contagiontutorials

    Check out basic game setup... a little outdated since the last April update but still should work.

    Also

    www.contagionentertainment.com

  5. #5
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    It's just a test level, but this is my issue.

    Cooked / When using Play On PC in the editor



    "Play from here" in the editor (this is what it should look like)



    So, my pawn doesn't want to load when it's outside the editor.

  6. #6
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    Read wehat contagion said, are you using frontend ? Are you setting your defaultgame ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  7. #7
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    This is what I've done:

    DefaultGame.ini
    Code:
    DefaultGame=SuperFun.CustomGame
    DefaultServerGame=SuperFun.CustomGame
    PlayerControllerClassName=SuperFun.CustomPlayerController
    in my map, I added the game type "CustomGame" to PIE and supported.



    I did a Full Recompile.
    Now when I cook it I see this (my map is Manor5)

    Code:
    Cooking [Seekfree] Manor5
    Failed to find supported game type(s) for Manor5
       Forcing MyGameInterface into Manor5
       Forcing Manor into Manor5
       Forcing AODLara into Manor5
       Forcing NewLara into Manor5
       Forcing UIScene into Manor5
    When I start the game that was cooked and packaged I see the default game type, not my pawn.

  8. #8
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    In DefaultEngine config do you have ...

    Code:
    [UnrealEd.EditorEngine]
    +EditPackages=UTGame
    +EditPackages=UTGameContent
    +EditPackages=Manor5
    Or just the 2 UT lines ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  9. #9
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    This is what I had:

    Code:
    +EditPackages=UDKBase
    +EditPackages=UTGame
    +EditPackages=UTEditor
    +EditPackages=UTGameContent
    +EditPackages=Superfun
    Sicne SuperFun was the pawn
    I tried adding Manor5, but it didn't work, as this is the level itself.

  10. #10

    Default

    I have a very noob question for u vixez. I have watched a couple HUD tutorials, but none of them covered how to make those little bars you have next to the 100. If you don't mind could you tell me where you learned to do that? Sorry for getting off topic.

  11. #11
    MSgt. Shooter Person
    Join Date
    Sep 2009
    Posts
    141

    Default

    I am also having the same problem. In my GameInfo class I have:

    Code:
    defaultproperties
    {
    
    	PlayerControllerClass=class'Avalanche.AvaPlayerController'
    	DefaultPawnClass=class'Avalanche.AvaPawn'	
    	
    }
    Then in my default game and engine I have

    DefaultGame
    Code:
    DefaultGame=Avalanche.AvaGameInfo
    DefaultServerGame=Avalanche.AvaGameInfo
    PlayerControllerClassName=Avalanche.AvaPlayerController
    DefaultEngine
    Code:
    +EditPackages=UDKBase
    +EditPackages=UTGame
    +EditPackages=UTEditor
    +EditPackages=UTGameContent
    +EditPackages=Avalanche
    I also did what Contagion said to do and made an Exe. which looks like this:

    Code:
    C:\UDK\UDK-2010-03\Binaries\UDK.exe AV-Avalanche?game=Avalanche.AvaGameInfo -log
    Now whats weird to in my Playercontroller and pawn class for testing I put this:

    Code:
    simulated function PostBeginPlay()
    {
      Super.PostBeginPlay();
     
      `Log("I'm in the controller class");
    }
    Now my playercontroller class works and prints this out on the script log but not my pawn.

    And there is a player start in my level.
    Anyone have some other suggestions to try

  12. #12
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    Ah sorry I didnt realise manor5 was the map
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  13. #13
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    Vivex did you move from March to April ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  14. #14
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    If you're extending UTGame, or one of it's subclasses, then have a look at UTGame::SetGameType()
    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

  15. #15
    MSgt. Shooter Person
    Join Date
    Sep 2009
    Posts
    141

    Default

    What if you are extending from GameInfo?

  16. #16
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    gregC whats exactly your problem ? Are you guys even using frontend at all ? You havnt answered that question ? Does it work launching from frontend or only in editor ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  17. #17
    MSgt. Shooter Person
    Join Date
    Sep 2009
    Posts
    141

    Default

    I have launched front end and it runs my Gameinfo and my playercontroller but it isn't using my pawn

  18. #18
    MSgt. Shooter Person
    Join Date
    Sep 2009
    Posts
    141

    Default

    So does anyone have an idea of what I might be doing wrong. I have been trying so many different things and nothing works.

  19. #19
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    override the functions that spawn the pawn, and see what they are doing?
    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

  20. #20
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    332

    Default

    so what im seeing is that what your doing is starting from the editor and it works fine cause of pie but when playing from an exe file or launching from the front end it does not. there are alot of things you need to set up. first of all your playing on a "DM" map right? or at least one with out a Prefix. which is defaulting to "DM".

    GeoDav has made a great tutorial on how to set up so your using your own map prefixes and it defaults to your game. im having the same trouble but i know where its from lol im just to lazy to fix it for now as im not really ready to do so.
    My YouTube channel

    my Imgur page

    Deviant art page
    I was reading Dr. Sagan's cookbook, and his recipe for an apple pie is hard to follow.

  21. #21
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    Only in the editor, frontend doesn't work.

    I also cahnged the DM prefix line to this and did a full recompile:

    Code:
    +DefaultMapPrefixes=(Prefix="DM",bUsesCommonPackage=FALSE,GameType="SuperFun.CustomGame")
    Didn't work either, when launching from frontend.

  22. #22
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    Alright, it now works, but calling my UIScene doesn't.

    in the editor, when I press F1 I get a custom UIScene.
    after cooking the game, I get the standard UTDeathmatch scene with the bots in it.
    This is also the case for Frontend, I get the standard thing aswell.

    The UTinput line is this:
    Bindings=(Name="F1",Command="PressEscape")


    How is this possible?
    Last edited by vixez; 04-30-2010 at 02:02 PM.

  23. #23
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    Your changing defaultInput and deleting the UTInput yeh ? UTInput is created by Default input and using the UTInput can cause problems, Put a call to log in your "PressEscape" function

    `Log("Using Custom Escape Functions");

    How did you fix your other problem might I ask ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  24. #24
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    I honestly have no idea.

    I followed some of GeoDav's tutorials, and suddenly it worked.

    It's all working fine now, mysteriously.

  25. #25
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    By using default input instead of utinput ?
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  26. #26
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    Yes, that fixed the UIScene

  27. #27
    Iron Guard
    Join Date
    Dec 2009
    Location
    Kirkcaldy, Scotland
    Posts
    832

    Default

    Not that mysterious then lol, glad its all working now, hope that other chap has been keeping up, you might want to mail him any advice you have on the matter, I think it was similar problems
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  28. #28
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    The mysterious part was the self-fixing pawn.
    It's still kinda actnig up tho.

    I have two levels
    -Manor5
    -Ladder

    In Manor 5 I first have to click the left mouse button and wait 3 secs before the game starts.
    In Ladder, it immediately starts.

    dit: that fixed itself now aswell.
    I had MAN_Manor5 and Manor5
    Only MAN_ did the 3 seconds thing, Manor5 didn't.
    Last edited by vixez; 05-01-2010 at 04:36 AM.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.