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  1. #1
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    Default Creating a custom Weapon

    *All U's Have been changed to You's
    Hey dudes...I figured I should finally contribute to the Tutorial Band Wagon..

    Modelling and skinning
    First of all you're gonna want to create your mesh and skin it...I use Maya, so the modelling part will be maya oriented...
    First person mesh
    Make sure you have the root joint (first joint created) right where You want the character to hold the weapon...Preferably where the finger can reach the trigger. Name this Joint b_gun_root
    Create the other joints for animation, and make sure You have a joint at the barrell. One important thing for the root joint and the Barrell joint is that they must be oriented properly, or you'd have your character holding the damn thing upside down and shooting at himself (well the muzzle flash will be frakked up). You might want to look at the weapon skeletal meshes in the content browser for this...this is what I have:


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    Third Person Mesh
    In this case you might not need to animate the weapon so all you really need are the joints b_gun_root and the barrel Joint. Which you might want to name b_gun_Barrel.

    When you are done binding your mesh to the root joint (not to mention painting weights), you might want to animate the weapon. Then it's time to export your weapons and animations (you might want to name the anim sequence something like 'WeaponFire")...
    Open up actorX and export you mesh(es)
    I suggest you name the 1st person version something like: Rifle_1P and the 3rd person: Rifle_3P...
    Then digest your animations and name the animation sequences...

    Animation with character
    If you want to create your own character animations...you'd have to import the 3rd person weapon (Joints included) to the characters scene. Pose the character in the default shooting pose and then move the weapon into position...you'd want to make sure that the weapon joint "b_gun_root" is in the same position as what ever joint you want the weapon attached to (in the default epic's Rig's case, "b_rightWeapon").
    After that, you select "b_gun_root", then "b_rightweapon" and then constrain them...Make sure that "maintain offset" is unchecked. Then you'd want to make sure that the characters other hand is is the correct position..When this is done, select "b_rightweapon" and set a key at 1. After this you can delete the weapon and it's joints. Then go ahead and animate your run, crouch and jump animations, while making sure that both arms are in the same relative position to each other as they where when you constrained the weapon to the character.
    Then you can export your characters animation and mesh via actorx if you haven't already.
    If you still have questions about this part, see the UDN website: http://udn.epicgames.com/Three/CreatingAnimations.html

    Importing to UDK
    GO ahead and import your Mesh(es) and Textures...If you're using maya, make sure you have the box assume maya coordinates checked. This will also be a good time to go into the skeletal mesh properties of your weapons ann make sure that the joints are akin to the unreal weapons. Then create a new animset and name it e.g "Rifle_Anims" Double click on the animset and find your mesh in the dropdown menu. Click on file and import PSA...Then import your PSA files (you know...the ones you exported via actor X? :P).
    After this you want to add asocket to the Barrel joint ("b_gun_barrell")...Make sure it's named : "MussleFlashSocket"... actually you can name it anything you want, but this is the default socket referenced in the sourcecode. (I think I named mine "MuzzleFlashSocket") save your package...

    Scripting
    For Me I just hacked the Shockrifles Basecode like Geodav's tut suggested...SO i'll ask you to do the same...Create a text file and name give it the name it something like: "Weapon.uc" (should be saved under: c:UDK\UDK-YYYY-MM\Development\"your project folder"\Classes). This is going to be the superclass of your weapon...copy and paste the shock rifle code (delete the default properties) or you could use mine:
    Code:
    /**
     * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
     */
    class Weapon extends UTWeapon;
    
    // AI properties (for shock combos)
    var UTProj_ShockBall ComboTarget;
    var bool bRegisterTarget;
    var bool bWaitForCombo;
    var vector ComboStart;
    
    var bool bWasACombo;
    var int CurrentPath;
    //-----------------------------------------------------------------
    // AI Interface
    function float GetAIRating()
    {
    	local UTBot B;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) || Pawn(B.Focus) == None )
    		return AIRating;
    
    	if ( bWaitForCombo )
    		return 1.5;
    	if ( !B.ProficientWithWeapon() )
    		return AIRating;
    	if ( B.Stopped() )
    	{
    		if ( !B.LineOfSightTo(B.Enemy) && (VSize(B.Enemy.Location - Instigator.Location) < 5000) )
    			return (AIRating + 0.5);
    		return (AIRating + 0.3);
    	}
    	else if ( VSize(B.Enemy.Location - Instigator.Location) > 1600 )
    		return (AIRating + 0.1);
    	else if ( B.Enemy.Location.Z > B.Location.Z + 200 )
    		return (AIRating + 0.15);
    
    	return AIRating;
    }
    
    
    /**
    * Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
    * @returns position of trace start for instantfire()
    */
    simulated function vector InstantFireStartTrace()
    {
    	return GetPhysicalFireStartLoc();
    }
    
    function SetComboTarget(UTProj_ShockBall S)
    {
    	if ( !bRegisterTarget || (UTBot(Instigator.Controller) == None) || (Instigator.Controller.Enemy == None) )
    		return;
    
    	bRegisterTarget = false;
    	bWaitForCombo = true;
    	ComboStart = Instigator.Location;
    	ComboTarget = S;
    	ComboTarget.Monitor(UTBot(Instigator.Controller).Enemy);
    }
    
    function float RangedAttackTime()
    {
    	local UTBot B;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) )
    		return 0;
    
    	if ( B.CanComboMoving() )
    		return 0;
    
    	return FMin(2,0.3 + VSize(B.Enemy.Location - Instigator.Location)/class'UTProj_ShockBall'.default.Speed);
    }
    
    function float SuggestAttackStyle()
    {
    	return -0.4;
    }
    
    
    
    // for bot combos
    simulated function Projectile ProjectileFire()
    {
    	local Projectile p;
    
    	p = Super.ProjectileFire();
    	if (UTProj_ShockBall(p) != None)
    	{
    		SetComboTarget(UTProj_ShockBall(P));
    	}
    	return p;
    }
    
    simulated function rotator GetAdjustedAim( vector StartFireLoc )
    {
    	local rotator ComboAim;
    
    	// if ready to combo, aim at shockball
    	if (UTBot(Instigator.Controller) != None && CurrentFireMode == 0 && ComboTarget != None && !ComboTarget.bDeleteMe)
    	{
    		// use bot yaw aim, so bots with lower skill/low rotation rate may miss
    		ComboAim = rotator(ComboTarget.Location - StartFireLoc);
    		ComboAim.Yaw = Instigator.Rotation.Yaw;
    		return ComboAim;
    	}
    
    	return Super.GetAdjustedAim(StartFireLoc);
    }
    
    simulated state WeaponFiring
    {
    	/**
    	 * Called when the weapon is done firing, handles what to do next.
    	 */
    	simulated event RefireCheckTimer()
    	{
    		if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
    		{
    			if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
    				bWaitForCombo = false;
    			else
    			{
    				StopFire(CurrentFireMode);
    				GotoState('Active');
    				return;
    			}
    		}
    
    		Super.RefireCheckTimer();
    	}
    }
    
    
    function SetFlashLocation( vector HitLocation )
    {
    	local byte NewFireMode;
    	if( Instigator != None )
    	{
    		if (bWasACombo)
    		{
    			NewFireMode = 3;
    		}
    		else
    		{
    			NewFireMode = CurrentFireMode;
    		}
    		Instigator.SetFlashLocation( Self, NewFireMode , HitLocation );
    	}
    }
    
    
    simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
    {
    	local float PathValues[3];
    	local int NewPath;
    	Super.SetMuzzleFlashparams(PSC);
    	if (CurrentFireMode == 0)
    	{
    		if ( !bWasACombo )
    		{
    			NewPath = Rand(3);
    			if (NewPath == CurrentPath)
    			{
    				NewPath++;
    			}
    			CurrentPath = NewPath % 3;
    
    			PathValues[CurrentPath % 3] = 1.0;
    			PSC.SetFloatParameter('Path1',PathValues[0]);
    			PSC.SetFloatParameter('Path2',PathValues[1]);
    			PSC.SetFloatParameter('Path3',PathValues[2]);
    		}
    		else
    		{
    			PSC.SetFloatParameter('Path1',1.0);
    			PSC.SetFloatParameter('Path2',1.0);
    			PSC.SetFloatParameter('Path3',1.0);
    		}
    	}
    	else
    	{
    		PSC.SetFloatParameter('Path1',0.0);
    		PSC.SetFloatParameter('Path2',0.0);
    		PSC.SetFloatParameter('Path3',0.0);
    	}
    
    }
    
    simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
    {
    	if (FireModeNum>1)
    	{
    		Super.PlayFireEffects(0,HitLocation);
    	}
    	else
    	{
    		Super.PlayFireEffects(FireModeNum, HitLocation);
    	}
    }
    
    /**
     * Skip over the Instagib rifle code */
    
    simulated function SetSkin(Material NewMaterial)
    {
    	Super(UTWeapon).SetSkin(NewMaterial);
    }
    
    simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional name SocketName)
    {
    	Super(UTWeapon).AttachWeaponTo(MeshCpnt, SocketName);
    }
    
    defaultproperties
    {
    	
    }
    Create another text file and U might want to name it after your weapon e.g:"Rifle.uc" Copy and paste the Shock rifles default properties to this file, but make sure you extend it from "Weapon.uc" This is mine (U might want to delete the parts in bold if u're using mine cos they're my annotations which might make screw you over when U go to compile):
    Code:
    /**
     * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
     */
    class Rifle extends Weapon;
    defaultproperties
    {
    	// Weapon SkeletalMesh
    	Begin Object class=AnimNodeSequence Name=MeshSequenceA
    	End Object
    
    	// Weapon SkeletalMesh
    	Begin Object Name=FirstPersonMesh
    		SkeletalMesh=SkeletalMesh'yourPackage.Mesh.Rifle_1p' This is telling the engine what mesh to use
    		
    		Rotation=(Yaw=-16384)
    		FOV=60.0
    	End Object
    
    	AttachmentClass=class'Your Project folder.Rifle_Attachment'
    This is declaring the weapons attachment class for third person game play..."Your project folder is what ever folder you created under the Development folder
    
    	Begin Object Name=PickupMesh
    		SkeletalMesh=SkeletalMesh'yourPackage.Mesh.Rifle_3P '
    This is the mesh displayed when a player gets pwned and drops his weapon, or when the weapon is on a pickup factory
    	End Object
    
    	InstantHitMomentum(0)=+60000.0
    
    	WeaponFireTypes(0)=EWFT_InstantHit
              *THis Determines what kind of weapon fire the Rifle will use. e.g Beam, Projectile...In this case we're using instant hit*
    	
    
    	InstantHitDamage(0)=14.0 *Change this if you want to adjust the damage your weapon inflicts*
    	FireInterval(0)=0.100000 *Now this determins the rate of fire for your weapon*
            FireInterval(1)=0.280000
    	InstantHitDamageTypes(0)=class'UTDmgType_ShockPrimary'
    	InstantHitDamageTypes(1)=None
    
    	WeaponFireSnd[0]=SoundCue'Your Package.Sounds.Yourweaponfiresound_Cue'
    	This is where you identify what sound cue you want played when you fire your weapon*
    	
    
    	MaxDesireability=0.65
    	AIRating=0.65
    	CurrentRating=0.65
    	bInstantHit=true
    	bSplashJump=false
    	bRecommendSplashDamage=false
    	bSniping=true
    	bAutoCharge=true
            RechargeRate=10.0
            ShouldFireOnRelease(0)=0
    	ShouldFireOnRelease(1)=1
    
    	ShotCost(0)=1
    	ShotCost(1)=1
    
    	FireOffset=(X=20,Y=5)
    	PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)
    
    	AmmoCount=50000
    	LockerAmmoCount=30
    	MaxAmmoCount=50000
    
    	FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
    
    	
    
    	MuzzleFlashSocket=MuzzleFlashSocket *This Identifies the joint you want your muzzle flash to shoot from...It's the socket we gave to the joint "b_gun_barrel*
    	MuzzleFlashPSCTemplate=ParticleSystem'yourpackage.Particles.your particle system'This is the particle system U want to use for your Muzzle flash
    	MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_MF_Alt'
    	MuzzleFlashColor=(R=200,G=120,B=255,A=255)
    	MuzzleFlashDuration=.33
    	
    	CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
    	LockerRotation=(Pitch=32768,Roll=16384)
    
    	IconCoordinates=(U=728,V=382,UL=162,VL=45)
    
    	QuickPickGroup=0
    	QuickPickWeight=0.9
    
    	WeaponColor=(R=160,G=0,B=255,A=255)
    
    	InventoryGroup=4
    	GroupWeight=0.5
    
    	IconX=400
    	IconY=129
    	IconWidth=22
    	IconHeight=48
    
    	Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
    		Samples(0)=(LeftAmplitude=90,RightAmplitude=40,LeftFunction=WF_Constant,RightFunction=WF_LinearDecreasing,Duration=0.1200)
    	End Object
    	WeaponFireWaveForm=ForceFeedbackWaveformShooting1
    }
    Now we create our attachment class...This is the 3rd person version of the weapon...
    Again, copy the file UTAttachment_Shockrifle and name it :Weapon_Attachment.uc"...Delete the default properties...This is mine:
    Code:
    /**
     * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
     */
    class Weapon_Attachment extends UTWeaponAttachment;
    
    var ParticleSystem BeamTemplate;
    var class<UTTExplosionLight> ImpactLightClass;
    
    var int CurrentPath;
    
    
    
    
    
    
    simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
    {
    	return (HitActor != None && UTProj_ShockBall(HitActor) == None && Super.AllowImpactEffects(HitActor, HitLocation, HitNormal));
    }
    
    simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
    {
    	local float PathValues[3];
    	local int NewPath;
    	Super.SetMuzzleFlashparams(PSC);
    	if (Instigator.FiringMode == 0)
    	{
    		NewPath = Rand(3);
    		if (NewPath == CurrentPath)
    		{
    			NewPath++;
    		}
    		CurrentPath = NewPath % 3;
    
    		PathValues[CurrentPath % 3] = 1.0;
    		PSC.SetFloatParameter('Path1',PathValues[0]);
    		PSC.SetFloatParameter('Path2',PathValues[1]);
    		PSC.SetFloatParameter('Path3',PathValues[2]);
    //			CurrentPath++;
    	}
    	else if (Instigator.FiringMode == 3)
    	{
    		PSC.SetFloatParameter('Path1',1.0);
    		PSC.SetFloatParameter('Path2',1.0);
    		PSC.SetFloatParameter('Path3',1.0);
    	}
    	else
    	{
    		PSC.SetFloatParameter('Path1',0.0);
    		PSC.SetFloatParameter('Path2',0.0);
    		PSC.SetFloatParameter('Path3',0.0);
    	}
    
    }
    
    
    defaultproperties
    {
    }
    Copy this file and name the copy: "Rifle_Attachment.uc". Delete everything after the line: class WeaponAttachment extends UTWeaponAttachment; Then change that to: class Rifle_Attachment extends WeaponAttachment;...Then copy the default properties of UTAttachment_ShockRifle below that...Here's mine:
    Code:
    /**
     * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
     */
    class Rifle_Attachment_BerranoRifle extends Weapon_Attachment;
    
    
    
    defaultproperties
    {
    	// Weapon SkeletalMesh
    	Begin Object Name=SkeletalMeshComponent0
    		SkeletalMesh=SkeletalMesh'yourPackage.Mesh.Rifle_3P'*we're obviously using the 3rd person mesh*
    	End Object
    
    	
    	MuzzleFlashSocket=MuzzleFlashSocket
    	MuzzleFlashPSCTemplate(0)=ParticleSystem'yourPackage.Particles.yourparticlesystem'
    	
    	MuzzleFlashColor=(R=255,G=120,B=255,A=255)
    	MuzzleFlashDuration=.33;
    	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
    	bMuzzleFlashPSCLoops=true
    	
    	WeaponClass=class'Rifle'*This is the weapon class"Rifle.uc"*
    	ImpactLightClass=class'UTShockImpactLight'
    }
    Open unreal frontend and compile your scripts...Then open up udk, open a map, grab an actor factory and look at it's properties...you should see your weapon under "UTWeaponPickupFactory...
    Last edited by Kelt'ar; 09-03-2010 at 06:23 PM. Reason: Completion

  2. #2
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    Big Thanks

  3. #3

    Default

    -U
    +you

    Please. It taints an otherwise useful thread.

  4. #4
    Prisoner 849
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    I had that complaint on another Forum lol!

  5. #5
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    Thanks for this.

  6. #6
    Marrow Fiend
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    nice to see a maya version
    just need a blender one now

    ps, i'm too old school so i don't get u m8
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  7. #7
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    Quote Originally Posted by geodav View Post
    nice to see a maya version
    just need a blender one now

    ps, i'm too old school so i don't get u m8
    I have made about 10 guns in blender so next week i shall make a tutorial!

  8. #8
    Marrow Fiend
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    sounds like a plan, then we'll have workflow tutorials for the main 3d programes
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

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    dude this tutorial is great! [Bookmarked] Thanks! I just read it now, I'll read it again and then will step through it this week.
    -- Dave

    UDK Game Dev Blog
    http://agentfxudk.blogspot.com/
    Main VFX Blog
    www.agentfx.com

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    How would i do this in blender

  11. #11
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    -- Dave

    UDK Game Dev Blog
    http://agentfxudk.blogspot.com/
    Main VFX Blog
    www.agentfx.com

  12. #12
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    Are there any tutorials on how to get a weapon working THAT IS NOT extended from UT classes? I'm extending from UDKPawn and I must admit I'm a tad bit lost what with all the docs referring to UT classes. Any suggestions?
    My blog for UDK stuff: http://udkoder.geekprojex.com

  13. #13
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    U could copy the UTweapon code and modify it...It extends from UDK Weapon I beleive...then U could extend your Weapon from the modified UTweapon.

  14. #14
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    I'll be merging the collection of tutorials into one super tut. If anyone knows of any more advanced tutorials then the one posted here please PM me. Also looking for contributors to a more detailed walk though in the weapon mesh building process.

    Thanks for the community support Kelt'ar - Hopefully you'll bring that tutorial building train over to http://UDKC.info shortly
    Last edited by Sir. Polaris; 10-01-2010 at 02:45 PM.

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    Smile

    Quote Originally Posted by Kelt'ar View Post
    U could copy the UTweapon code and modify it...It extends from UDK Weapon I beleive...then U could extend your Weapon from the modified UTweapon.
    Thanks, I think thats probably the best approach too, I should stop trying to avoid digging into that code and just do it.
    My blog for UDK stuff: http://udkoder.geekprojex.com

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    holy %*#$, Sir Polaris! I know its not finished but I think I see what you are going for with that super tut and I find it impressive! BOOKMARKED!

    The rest of that site is awesome too, I think a lot can be said for presenting complex material in a comprehensive fashion.
    My blog for UDK stuff: http://udkoder.geekprojex.com

  17. #17
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    Nice Tutorial, The best for this time.

    Now Work in my game, Use this tutorial for guide !!!
    Actual CEO whit Warkanlock Studios

  18. #18
    Iron Guard
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    I have now got 2/5 pages done*. I would be thankful if you would proof read and add comments on the site or here.

    I'll be spending the rest of this day doing as much as I can to plough down the remainder of the tutorial.

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    Sorry . But How do i compile my scripts ?

  20. #20
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    Quote Originally Posted by AAaRoNN View Post
    Sorry . But How do i compile my scripts ?
    Unreal frontend

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    Sir. Polaris any update with tutorial? I'm really waiting for it
    Last edited by zero4; 10-30-2010 at 04:26 PM.

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    anyone knows the scrip to show the charging animation
    ¿?¿?¿?¿?

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    ?==???=?=?=?

  24. #24
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    hey there mate i just tried ur tutorial and their seems to be a problem i get this error when compling



    Error, 'class': Limitor 'UTExplosionLight' is not a class name
    Compile aborted due to errors.

    thx in advance

  25. #25
    Marrow Fiend
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    try changing it to UDKExplosionLight

    base code change
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  26. #26
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    Quote Originally Posted by geodav View Post
    try changing it to UDKExplosionLight

    base code change
    Hey Geodav i did managed to change toe UTExplosionLight to UDK but the complier disaplyed some warning signs:

    C:\UDK\UDK-2010-10\Development\Src\ShadowPrince\Classes\SP_Rifle.u c(48) : Warning, Unknown property in defaults: bAutoCharge=true (looked in SP_Rifle)
    C:\UDK\UDK-2010-10\Development\Src\ShadowPrince\Classes\SP_Rifle.u c(49) : Warning, Unknown property in defaults: RechargeRate=10.0 (looked in SP_Rifle)
    C:\UDK\UDK-2010-10\Development\Src\ShadowPrince\Classes\SP_Rifle.u c(76) : Warning, Unknown property in defaults: QuickPickGroup=0 (looked in SP_Rifle)
    C:\UDK\UDK-2010-10\Development\Src\ShadowPrince\Classes\SP_Rifle.u c(77) : Warning, Unknown property in defaults: QuickPickWeight=0.9 (looked in SP_Rifle)


    If u want i could post the code to see if i did something wrong, btw i followed this tutorial when i was doing it.

  27. #27
    Marrow Fiend
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    i've not really followed this tutorial code wise so i've no idea where those errors are coming from but QuickPickGroup=0 & QuickPickWeight=0.9 got removed form the UTWeapon code a while ago, just edit them out using //

    the other two must be some custom stuff

    i don't normally support other peoples tut's so if you need my help please post in my support thread
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  28. #28
    Iron Guard
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    Quote Originally Posted by zero4 View Post
    Sir. Polaris any update with tutorial? I'm really waiting for it
    Just got permission from another tutorial writer to merge his work in. Now there will be a great blender weapon creation tutorial.

    I been working like a dog in real life , so please excuse my tardiness. Don't have any active contributors this week so things have been going slow

  29. #29
    Iron Guard
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    Short of the unrealScript code the tutorial is 80% done.

    http://udkc.info/index.php?title=Tut..._Weapon/Ranged

    I have to head off to work now, but on my next day off I will get he remainder of the code done. I'll make a full post when it's all completed.

    http://udkc.info/index.php?title=Tut...m_Weapon/Melee is also complete it seems.

    Feel free to leave feedback - I would like to know how it's going and where I can improve.

    #edit: Nov 10th
    Got the code working. My gun is backwards and shoots 600RPM little green balls that explode like a m203

    Once I fix up the code from November 2009 to todays build we should be golden. Had to fix the 'splodzion light issue as well.

    #edit Nov 11
    Looks like it's golden. Short of a texture the weapon is nice - the tutorial and the gun need polish, but the gun is in.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by Sir. Polaris; 11-11-2010 at 01:42 PM.

  30. #30
    Iron Guard
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    Quote Originally Posted by AAaRoNN View Post
    Sorry . But How do i compile my scripts ?
    People enjoy helping out if they can, but please do some research before asking questions. Google is your best friend

    To recompile, go to your UDK folder on your hard drive, go to the following:

    C:\UDK\UDK-2010-10\Binaries
    Click on Unreal Frontend
    When the Unreal Frontend application opens, click on the "Make" menu, then "Full recompile"
    David OConnor Whitenorthstar
    Trainee developer
    Knows just a bit of UDK stuff, certainly not yet a guru

  31. #31
    Iron Guard
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    Quote Originally Posted by Whitenorthstar View Post
    Google is your best friend
    Or now UDKC.info -> http://udkc.info/index.php?title=Tut...g_your_Scripts
    Last edited by Sir. Polaris; 11-12-2010 at 07:53 AM.

  32. #32
    Redeemer
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    Gamertag: daimakupikoro PSN ID: lone_vampire

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    hello i'm trying to make my own custom weapon using this tutorial, but i have a question, which one must be the "b_gun_barrell" bone ?

    i know that "b_gun_root" must be the first one and the place where the player can get the weapon.

    can somebody help me with this ? thank you in advance for the help ....
    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 !!!

  33. #33
    Iron Guard
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    http://udkc.info/index.php?title=Tut...ng_the_sockets might help. The socket names don't really matter untill you link them in code.

  34. #34
    Redeemer
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    Gamertag: daimakupikoro PSN ID: lone_vampire

    Default

    thank you, i have solved the situation but i have another question, i can use my custom weapon if my hero player is extended from utpawn, but i'm extending from udkpawn and when i pass over the pickup factory the udkpawn doesn't take the gun.

    i can solve this using two ways:

    1. can i change the first person view of the utpawn ? because my game is using a custom camera, 2.5d sidescroller, and if i change the udkpawn for utpawn the camera will change to first person, i need to remain in 2.5d sidescroller, how i do this ?

    2. using the gun with the udkpawn, but i need some clues to do this.

    can somebody help me with this ? thank you in advance for the help ....
    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 !!!

  35. #35
    MSgt. Shooter Person
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    Quote Originally Posted by neurosys View Post
    Are there any tutorials on how to get a weapon working THAT IS NOT extended from UT classes? I'm extending from UDKPawn and I must admit I'm a tad bit lost what with all the docs referring to UT classes. Any suggestions?
    Maybe a little late but you might find this useful. I just found it:
    http://www.moug-portfolio.info/index.php?page=tutorials

    This guy makes a weapon out of the UDKweapon like you need to.

  36. #36
    MSgt. Shooter Person
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    This tutorial works great as is bob on!

    I have tried it in a 3rd person custom game, and you cannot see the weapon, both when going over the pick-up and also when the level starts. Is this tutorial designed for 3rd person camera or will I have to have a mess about with the code?

    Thanks

    Dodge

  37. #37
    MSgt. Shooter Person
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    I recall there's a bHidden or something flag in the default settings that makes the weapon be visible or not.

  38. #38
    Prisoner 849
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    Gamertag: Keltar3007

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    Quote Originally Posted by Dodge View Post
    This tutorial works great as is bob on!

    I have tried it in a 3rd person custom game, and you cannot see the weapon, both when going over the pick-up and also when the level starts. Is this tutorial designed for 3rd person camera or will I have to have a mess about with the code?

    Thanks

    Dodge
    Its make sure that your skeletal mesh is spelled out correctly "Package, Group and name". It should work even with 1st person...
    My Models...Obviously not the best

  39. #39
    MSgt. Shooter Person
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    Or simply right click on the asset in the asset browser thing, and then "copy full name to clipboard." Then paste the name in your class file, and recompile.

    I took a look inside a weapon class I made, and these flags are the ones used to make the weapon visible:
    HiddenGame=FALSE
    HiddenEditor=FALSE

  40. #40
    MSgt. Shooter Person
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    @nemirc - where abouts would I find the bhidden? also, says theres an error in front end when I put in
    "HiddenGame=FALSE
    HiddenEditor=FALSE"


    @Kelt'ar - it's all named and referenced properly, =[

    Thanks for the help guys, but times pressing, so looks like weve gotta go first person.
    Will hopefully have more luck when we get an actual programmer on board =]

    Anyway, here's the work do so far if you fancy a nosey http://www.moddb.com/games/glitch-the-anti-game =]

    Dodge


 
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