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  1. #1
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    Gamertag: tegleg digital

    Default [Code] Deadly Zombie (Updated)

    ey up

    i was just messing around with ai stuff and quickly came up with this, its a very simple zombie type thing. if you can make use of it feel free.
    it will just stand there untill it sees the player, then it will follow, making no allowance for obsacles, all it can see is the players tasty brains.
    no need for pathnodes or navmesh as it moves directly to the player location.

    the code as it is now it takes health away from the player on contact, health goes no lower than 1.

    here are some examples of other things you can do to the player pawn.
    replace the line P.Health --;
    with 1 or more of the following
    (assuming your player pawn is extended from UTPawn)

    P.CustomTimeDilation = 0.1; //slows down time
    P.Destroy(); //kills the player
    P.DoJump(true);
    P.Gasp();
    P.GroundSpeed *=2; //double walking speed
    P.InitRagdoll();
    P.SetDrawScale(0.5); //half size
    P.SetPhysics(PHYS_Flying); //make me fly
    P.SetPhysics(PHYS_Spider); // i can climb walls!
    P.ForceCrouch();

    if you have question please ask on this thread
    more than likely someone can give you a better answer than i can.

    have fun getting them stuck places.

    TestZombiePawn.uc
    Code:
    class TestZombiePawn extends UTPawn
    Placeable;
    
    var Pawn P; // variable to hold the pawn we bump into
    
    // members for the custom mesh
    var SkeletalMesh defaultMesh;
    var MaterialInterface defaultMaterial0;
    var AnimTree defaultAnimTree;
    var array<AnimSet> defaultAnimSet;
    var AnimNodeSequence defaultAnimSeq;
    var PhysicsAsset defaultPhysicsAsset;
    
    simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
    {
    	Mesh.SetSkeletalMesh(defaultMesh);
    	Mesh.SetMaterial(0,defaultMaterial0);
    	Mesh.SetPhysicsAsset(defaultPhysicsAsset);
    	Mesh.AnimSets=defaultAnimSet;
    	Mesh.SetAnimTreeTemplate(defaultAnimTree);
    
    }
    
    simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
    {
     `Log("Bump");
    
         Super.Bump( Other, OtherComp, HitNormal );
    
    	if ( (Other == None) || Other.bStatic )
    		return;
    
      P = Pawn(Other); //the pawn we might have bumped into
    
    	if ( P != None)  //if we hit a pawn
    	{
                if (P.Health >1) //as long as pawns health is more than 1
    	   {
                 P.Health --; // eat brains! mmmmm
               }
            }
    }
    
    defaultproperties
    {
    	defaultMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
    	defaultAnimTree=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    	defaultAnimSet(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    	defaultPhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
    
    	Begin Object Name=WPawnSkeletalMeshComponent
    		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    	End Object
    
    	RagdollLifespan=180.0
    	
    	ControllerClass=class'TestZombieBot'
    
    
    }
    TestZombieBot.uc
    Code:
    class TestZombieBot extends GameAIController;
    
    var Pawn thePlayer; //variable to hold the target pawn
    
    simulated event PostBeginPlay()
    {
    	super.PostBeginPlay();
    
    }
    
     event SeePlayer(Pawn SeenPlayer) //bot sees player
    {
              if (thePlayer ==none) //if we didnt already see a player
              {
    		thePlayer = SeenPlayer; //make the pawn the target
    		GoToState('Follow'); // trigger the movement code
              }
    }
    
    state Follow
    {
    
    Begin:
    
    		if (thePlayer != None)  // If we seen a player
    		{
    
    		MoveTo(thePlayer.Location); // Move directly to the players location
                    GoToState('Looking'); //when we get there
    		}
    
    }
    
    state Looking
    {
    Begin:
      if (thePlayer != None)  // If we seen a player
    		{
    
    		MoveTo(thePlayer.Location); // Move directly to the players location
                    GoToState('Follow');  // when we get there
    		}
    
    }
    
    defaultproperties
    {
    
    }
    Other AI's from me
    http://forums.epicgames.com/showthread.php?t=801590
    http://forums.epicgames.com/showthread.php?t=799268
    http://forums.epicgames.com/showthread.php?t=798718

    September Update:

    Code:
    class TestZombiePawn extends UTPawn
    Placeable;
    
    var Pawn P; // variable to hold the pawn we bump into
    var() int DamageAmount;   //how much brain to munch
    
    simulated function PostBeginPlay()
    {
       super.PostBeginPlay();
    
       //wake the physics up
       SetPhysics(PHYS_Falling);
    }
    
    //over-ride epics silly character stuff
    simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
    {
    	Return;
    }
    
    simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
    {
     `Log("Bump");
    
         Super.Bump( Other, OtherComp, HitNormal );
    
    	if ( (Other == None) || Other.bStatic )
    		return;
    
      P = Pawn(Other); //the pawn we might have bumped into
    
    	if ( P != None)  //if we hit a pawn
    	{
                if (TestZombiePawn(Other) != None)  //we hit another zombie
                {
                   Return; //dont do owt
                }
                else
                {
                 //use a timer so it just takes health once each encounter
                 //theres other better ways of doing this probably
                SetTimer(0.1, false, 'EatSlow');
                }
         }
    }
    
    simulated function EatSlow()
    {
        P.Health -= DamageAmount; // eat brains! mmmmm
    
        if (P.Health <= 0)//if the pawn has no health
         {
         P.Destroy();  //kill it
         }
    }
    
    defaultproperties
    {
    	Begin Object Name=WPawnSkeletalMeshComponent
    		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    		SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
    		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
    	End Object
    
    	RagdollLifespan=180.0 //how long the dead body will hang around for
    
    	AirSpeed=200
    	GroundSpeed=200
    
    	ControllerClass=class'TestZombieBot'
    	bDontPossess=false
    
    	DamageAmount=10
    }
    the bot works fine still
    Last edited by tegleg; 09-27-2011 at 06:58 AM. Reason: September Update
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  2. #2
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    Default

    Awesome, that's a great start for anybody looking to make a creature AI.
    Distant cousin of the Snow Leopard.

  3. #3
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    Default

    Super! I'd like to clone Ur brain, and have Ur productivity too
    David OConnor Whitenorthstar
    Trainee developer
    Knows just a bit of UDK stuff, certainly not yet a guru

  4. #4
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    Default

    very simple Thanks a lot tegleg

  5. #5
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    Default

    hi please answer my simple question of 2
    1.where to put the 2 uc files?
    2.how to make it putted in the unreal editor form content browser?
    thanks

  6. #6
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    Default

    hwoarang, you're going to have to read up on setting up a simple mod project in unreal.

    http://www.hourences.com/an-entire-simple-udk-game/

    After that, it should be clear where to place these.

  7. #7
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    Default

    i read .i find the pawn class in content browser .but it is can not be place able .plese help,thanks

  8. #8
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    Default hi

    i use udk 2010 11 version
    i place the pawn in the editor
    testzombie pawn.test in editor .nothing out .
    can somebody help?thanks

  9. #9
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    Default

    double click the pawn to bring up its properties
    click AI
    untick 'dont possess'

    sorry i should have said that before
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  10. #10
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    thanks for the code,although i had to alter it a little to work in the september 2010 issue.also to make it a little more zombie like i copied the origional AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' and then set all the anim sequnce rates to .5 and replaced the animset in your code.also replaced the physics asset with one that has the arms and head set to physics instead of animation.resulting in slower and floppy zombies.once again,thanks.

  11. #11
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    Default

    Thanks, Tegleg, it works nicely.
    I see that you have two states that basically loop each other. i usually use
    Code:
    if(isinstate(blah))
    {gotostate(blah);}
    to loop inside of a tick.

    of course, there is a autostate I use for the pawn to go back to that's not looped.
    Just an FYI.
    EDIT: Strike that last comment. Works fine without ticking the state.
    Last edited by Kinos; 01-04-2011 at 05:42 PM.
    Basic Parkour Obstacle Course: Link here Second Link Here

    My Youtube page: http://www.youtube.com/kinos141

  12. #12
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    Default

    so do you not add the pawn using the Actor Factory??

    i added the pawn using the Actor Factory but its invisible/doesn't spawn and earlier in the post you were talking about changing the pawn's properties

  13. #13
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    Default

    I used actor factory and it worked. Did you:

    use 'begin level' trigger--- actor factory---attach pathnode & object variable,
    and run it, that should work.
    Basic Parkour Obstacle Course: Link here Second Link Here

    My Youtube page: http://www.youtube.com/kinos141

  14. #14
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    Default

    select the pawn in the actor browser
    right click on your level (3d view) > add testzombiepawn here
    double click the pawn
    under the AI tab
    untick 'dont possess'

    should also work with the actor factory
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  15. #15
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    Default

    yupp i added the zombie the way you do it, i hope lol, should be okay though.

    aha I finally found it in the actor browser but unfortunately I cant place the actor :0(



    i copied everything word for word but i saved it in a folder called UDK_CustomZombie though(if that helps)

    class TestZombiePawn extends UTPawn;

    var Pawn P;

    // members for the custom mesh
    var SkeletalMesh defaultMesh;
    var MaterialInterface defaultMaterial0;
    var AnimTree defaultAnimTree;
    var array<AnimSet> defaultAnimSet;
    var AnimNodeSequence defaultAnimSeq;
    var PhysicsAsset defaultPhysicsAsset;

    simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
    {
    Mesh.SetSkeletalMesh(defaultMesh);
    Mesh.SetMaterial(0,defaultMaterial0);
    Mesh.SetPhysicsAsset(defaultPhysicsAsset);
    Mesh.AnimSets=defaultAnimSet;
    Mesh.SetAnimTreeTemplate(defaultAnimTree);

    }

    simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
    {
    `Log("Bump");

    Super.Bump( Other, OtherComp, HitNormal );

    if ( (Other == None) || Other.bStatic )
    return;

    P = Pawn(Other);

    if ( P != None) //if we hit a pawn
    {
    if (P.Health >1)
    {
    P.Health --; //take away the pawns health
    }
    }
    }

    defaultproperties
    {
    defaultMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK _CH_IronGuard_MaleA'
    defaultAnimTree=AnimTree'CH_AnimHuman_Tree.AT_CH_H uman'
    defaultAnimSet(0)=AnimSet'CH_AnimHuman.Anims.K_Ani mHuman_BaseMale'
    defaultPhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Me sh.SK_CH_Corrupt_Male_Physics'

    Begin Object Name=WPawnSkeletalMeshComponent
    AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'
    End Object

    RagdollLifespan=180.0

    ControllerClass=class'TestZombieBot'


    }
    class TestZombieBot extends GameAIController;

    var Pawn thePlayer;

    simulated event PostBeginPlay()
    {
    super.PostBeginPlay();

    }

    event SeePlayer(Pawn SeenPlayer) //bot sees player
    {
    if (thePlayer ==none) //if we didnt already see a player
    {
    thePlayer = SeenPlayer;
    GoToState('Follow');
    }
    }

    state Follow
    {

    Begin:

    if (thePlayer != None) // If we seen a player
    {

    MoveTo(thePlayer.Location); // Move directly to the player
    GoToState('Looking');
    }

    }

    state Looking
    {
    Begin:
    if (thePlayer != None) // If we seen a player
    {

    MoveTo(thePlayer.Location); // Move directly to the player
    GoToState('Follow');
    }

    }

    defaultproperties
    {


    }

  16. #16
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    i have been trying to attach a soundcue to the zombie that stops when the zombie is dead but ive found that the new class does not recognise when the pawn is dead.i know the pawn has health because i have increased it to 500 which does work but wont trigger the toggle sound cue like it does on a regular pawn.also,although the zombies take health from the player,even set to minus 1 it wont kill you.sorry to sound ungratefull,because im not.ive had great fun dodging your brainmunchers.

  17. #17
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    a short video of teglegs zombies in action.http://darkarts3d.co.uk/zombie.htm

  18. #18
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    haha nice vid gaz661
    so they dont die eh, theres some unreal script tutorials by mougli about damage you should take a look at. or you could copy the relevant functions from utpawn.
    i didnt want to clutter the code so thats why it only takes the players health to 1. i just wanted to show an example of how to call the player pawn from the zombie pawn.

    borisk
    thats not the actor browser, thats the kismet editor.
    the browser you select static meshs and everything is the content browser.
    the second tab at the top called actor classes is the actor browser i was refering too.
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  19. #19
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    Default why the zombie do not die

    why the zombie do not die
    and can you script it when you run and use a weapon to attack you?
    thanks telgel

  20. #20
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    Default

    can you upload to youtube and see how to place the thing in editor?
    i think there are as mush as new user of unrealscript here.a detail youtube vedio will be much thankful.thanks

  21. #21
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    Quote Originally Posted by hwoarang View Post
    can you upload to youtube and see how to place the thing in editor?
    i think there are as mush as new user of unrealscript here.a detail youtube vedio will be much thankful.thanks
    There are hundreds if not thousands of tutorial videos on how to use the basics of the Unreal Editor, at this point.
    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

  22. #22
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    Default

    Quote Originally Posted by hwoarang View Post
    why the zombie do not die
    and can you script it when you run and use a weapon to attack you?
    thanks telgel
    this script is supposed to be a very very simple ai and pawn that will give you a starting point to make whatever bots you want.
    i mentioned before that mougli has a tutorial on damage, have a look at that.
    i have no need for bots shooting anything in my game so im not going to script that. have a look at how UTBot/UTPawn does it.
    good luck
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  23. #23
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    To add the actor to the actor browser simply change
    Code:
    class TestZombiePawn extends UTPawn;
    To
    Code:
    class TestZombiePawn extends UTPawn
    Placeable;
    This is very basic so I assume you have not read http://udn.epicgames.com/Three/Unrea...Reference.html and If you haven't then you really are missing out on alot of key functionality so at least take a look at the link.

  24. #24
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    oh! did i not put Placeable
    sorry, i see why your struggling, ill update the first post
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  25. #25
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    ive posted a vampire bat using your code.hope this is ok with you.

  26. #26
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    no problem gaz661
    where is it?
    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  27. #27
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    on my website.games development-downloads.


    i forgot to mention you have to set physics to flying in kismet.
    Last edited by gaz661; 01-24-2011 at 08:01 AM.

  28. #28
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    How can I make the counter go down slower?

  29. #29
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    Code:
    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.
    Please ask questions in the forum, NOT a private message
    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

  30. #30
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    How would I make it so it chases AI's instead of the player?
    "In my letters I like to put;

    P.S. This is what part of the alphabet would look like if Q and R were eliminated" - Mitch Hedberg

  31. #31
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    What do you mean? Do you mean path nodes?

  32. #32
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    I mean like instead of it running up to you and attacking, how would I make it so it would run of to AI and attack.
    "In my letters I like to put;

    P.S. This is what part of the alphabet would look like if Q and R were eliminated" - Mitch Hedberg

  33. #33
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    Like fight each other, since it is an AI?
    Distant cousin of the Snow Leopard.

  34. #34
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    Ya, basicly.

    And I can't seem to find it in the Actor Classes Browser. What name am I looking for in it?
    "In my letters I like to put;

    P.S. This is what part of the alphabet would look like if Q and R were eliminated" - Mitch Hedberg

  35. #35
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    Alexin i think you should read more instead of going directly to ai becuase thats script right there and what you want has to be scripted,if oyu dont know so much start out reading, or looking at tutorials, or the documentation.

  36. #36
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    Look under the uncatorgorized section you will find it there.

  37. #37
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    I can't find that section... I don't even know if it's been added because I cant add it to a Actor Factory either. Ive compiled it like 8 times...
    "In my letters I like to put;

    P.S. This is what part of the alphabet would look like if Q and R were eliminated" - Mitch Hedberg

  38. #38
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    Where did you put the UC files? IF you put them in your UDK\Content\YourGame\Classes
    your good to go. Open up UDK open up the content browser. After you open it go to actor classes. There is a search bar. As long you compiled right type in the word zombie. There you should have TestZombiePawn, place that in your editor, go to its properties adn select a skeletal mesh from the content browser and under pawn\skeltal mesh place it there. Now your all set

  39. #39
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    I don't have a search bar, I use Nov-2009, It may be a newer thing...
    "In my letters I like to put;

    P.S. This is what part of the alphabet would look like if Q and R were eliminated" - Mitch Hedberg

  40. #40
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    What are you still doing with novemeber? I dont mean to sound rude or anything but they give out new versions becuase its *better*. WEll i cant help you there ill try to make a video because its better than words.


 
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