creating a weapon only in kismet
I'm makeing a weapon for a top down game in kismet and here is what I have done so far:
-used ''attach to actor'' to attach a mesh that looks like a rifle to the player
-made a modification in input.ini to trigger an event when the player left clicks (set up the fire button)
-''left click'' event starts ''actor factory'' and spawns a rigidbody (the projectile)
And what I don't know what to do:
-make the projectiles move on their local axis as soon as they spawn
-trigger events when the projectiles touch AI's or other objects
can anyone please help?
Why don't you just create it in UnrealScript?
Because I don't even know from where to start with UnrealScript.
If anyone would show me i would be very happy.
Its not possible in kismet, kismet is just for simplified triggers and such. I will try and make a tutorial as soon as possible and release it step by step hopefully helping a lot of people.
See, this is what I hate about people. They are too lazy to try anything.
Originally Posted by XERY
Stop being lazy and either learn UScript (it isn't that hard for just basic guns) or get someone on your team to do it. Hell, there are already tutorials out there that tell you how to do this without even knowing how to use UScript.
Thank you for that reply, it was most helpful.
I noticed that in Ńbout 80% of the threads here made by people asking for help most are full of replys like this.
""That is a very easy thing to do'' (.. but how?)
''You should learn to do that instead of asking for help'' ( where can I get the info?)
It's not like I didn't search for documentation on my own... You want me to learn? give me a link to the information I seek.. or give me a link to the relevant documentation for Uscript....or the relevant tutorials you are talking about.... maybe I'm just very stupid and I can't find them on my own. Just please don't waste your time posting stuff that dosen't help anyone! Don't you have better things to do?
Thank you very much, I am eager to see your tutotial
Geodav has some good video tuts on it
The custom weapon tutorial I am making with my team will be released tomorrow and hopefully it helps you.
Nice, can't wait to see it
unreal script is very powerful. and given that you can hock epic unreal classes to base weapons on and study the functionality, you haven't tried hard enough.
there is a multitude of resources available. The dev folder in your udk is a start.
in the end it best comes down to just studying the structure of the unreal script classes and how the inheritence is working and knowing some physics, maths and the generic game engine cycle.
Geodav has some simple weapon modding stuff which is useful for skinning but not so much for creating custom functionality.
As for tutorials, there are a lot of blogs by people learning unrealscript and sharing what they learn. Okita is a good one, but for weapons, allar has some good stuff...
a google search of 'unrealscript weapon blog' should point you in the right direction.
don't expect hand outs when most people would rather keep their awesome game mechanics secret or cannot talk about them due to NDA to commercial projects.
If you aren't a programmer or aren't capable of programming, don't expect to just pick up unrealscript. Tim sweeney (creator of unrealscript back in the day) has mentioned you need an understanding of the syntax structure of c++ and java before even bothering to touch unrealscript.
If this is you, i suggest you either do some programming course or practice some simple games programming, or get used to being a level or asset designer. If programming is a hobby for you, don't expect to make anything revolutionary.
Hope the links help, and gl with your developments
pulse0o0 I have sent you an pm about the tutorial
Is it in yet? can't find it anyware
The best you can do is try to learn unrealscript, seriously, I have no experience myself in coding, never programmed before, but I'm just starting with it and I can see the posibilities of know it (and other languages).
Look for any basic tutorials in youtube about java and c++, is the way I started, and after that focus on unrealscript.
Hope it helps :]
well you dont have to know much to make a simple weapon all you have to do is make the anims and the skeletal meshes and change the package, mesh, and bone references in whichever class of the gun you want to modify.
Sorry my videos were not able to be made because cam studio kept deleting them anyway.
1. Make a model for testing purposes just make a cube like pistol
2.save the model as CustomGun_1P then reopen it then save as CustomGun_3P
3.Reopen CustomGun_1P create an armature go into edit mode of the armature and add 2 more bones name one bone "Root" and one "MuzzleFlash" and the other "Gun" parent both of the bones to the "Root".
4.Parent the bones to the gun and create named groups go into edit mode of the gun and select everything and apply bone group "Gun" in the object tab underneath the name of the mesh.
5. Create 5 animations in the action editor
6.Save CustomGun_1P then open CustomGun_3P
7.Add an armature go into edit mode name the first armature "b_Root" add two more bones "b_MuzzleFlash" and "b_Left_Hand" put the last bone where you want the hand to be placed and always put the MuzzleFlash bones at the place where you want the projectile to fire from.
8. Parent the bones to the gun model once again and create named groups go into edit mode of the gun and apply bone group "b_Root"
10. Export both meshes with PSA/PSK Unreal Exporter (if using blender)
11. In UDK import both the 3P and 1P PSK meshes.
12. create a new animset from the 1P PSK go up to "File" and click import PSA find the PSA should be where the PSK was and import it.
13. Play around with the animations to make sure they work properly.
More detailed tutorial and info on scripting the gun-http://code.google.com/p/steam-punk-pirates-mod/wiki/CustomGunTutorial
Copy and Paste link.
I have a Non-Uscript solution to ur problem.
firstly though, i am saying this as a total n00b to uscript, although i can make an incredibly basic weapon.
the solution is that you use kismet to spawn a projectile (without Uscript or incredibly advance UDK knowledge which i dont posses, you will have to make-do with the defaults) from the gun's mesh. as long as the gun is meant to shoot forwards, this should all work nicely!
Hope this helps!
PS: most of this is from the Jazz Jackrabit tutorial for Iphon developmetn, although it should still work for UDK!
It is possible to make a weapon work for top down games in Kismet. The Eat 3D top down dvd shows you how to do just that. I have this one and it was quite helpful.