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  1. #1

    Default MobileProjectile Archetype + Physics impact?

    Hi, I'm trying to get a basic setup for my prototype game. With the left stick you move the camera around some stacked physics blocks, and when you move the right stick it shoots bullets. So "bullets" shoot out from my camera using the projectile factory kismet nodes, as shown in the Jazz Jackrabbit tutorial. I used the blaster_01 archetype.

    Now this all works just fine, except for when the blaster_01 projectile hits the blocks, (physical meshes) it doesn't apply any force to the block it hits. The projectile impacts on the block and disappears, leaving a smoke particle system. (That is fine, but I want the projectile to move the block, so that I can knock them over with the projectile).
    (EDIT: I tried with blaster_02, and even though that mobile projectile archetype doesn't show a particle effect, it DOES knock over the blocks! And I can't figure out why! I don't even know how to adjust the force of the physical push!)

    Also, how do you create a mobile projectile archetype like blaster_01? I can't seem to find any info about it. Is it a particle system? Is it a mesh? How does it get the projectile parameters??

    I hope this is clear enough!

    (Yees it's ugly, first want this to work, artpass later!)



    Maybe another question.. instead of a projectile, how can I just throw a physical ball at the blocks?

    Kind regards, thanks in advance. (And Merry Christmas/Happy newyear!)
    Last edited by Snipergen; 12-25-2010 at 06:53 PM. Reason: Added image.

  2. #2
    MSgt. Shooter Person
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    Default Some Info

    Snipergen
    I'm struggling with the new projectile factory too.
    As far as I understand it ....

    Archetypes are basically copies of an Actor type with specific variables already preset by you. You then spawn Actors from the archetypes to save you the effort of presetting the variables to be the same each time.

    If you scroll down to the bottom of the properties of each Blaster Archetype you'll see 'Object Archetype : MobileGame.Default_MobileProjectile' . This tells you that both Archetypes are based on the same projectile class which is defined in the file ....C:\UDK\UDK-2010-12\Development\Src\MobileGame\Classes\MobileProjec tile.uc . If you look in the file you will see some of the variables and defaults for MobileProjectiles ( the ones you can't find in that file can be found in the class MobileProjectile extends from .. and so on up the class object tree). The Archetypes override those defaults with the ones you specify in them

    As both Archetypes are basicially the same MobileProjectile with different values it is the vlaues that change their behaviour ... just open the propoerties on both Blaster types side by side and compare them ..... copy the settings from one to the other to see what it changes. There are a few differences in collision properties etc.

    As for picking an object up and throwing it ...
    In theory you just need to spawn a dynamic object at the camera ( probably rigid body if you want the physics to work ?? ) Attach that object to the camera . When you want to throw it, detach it and then set its velocity.

    Momentum transfer determines the amount of push AFAIK

    To create your own Projectile Archetype open up the content browser , Actors tab ... untick the 3 boxes ... go down to projectile , expand it , right click on MobileProjectile and select create Archetype. Once created edit the settings in it and then save it

    I'm working on extending the MobileProjectile class to use a mesh .. I'll let you know how I get on

    Hope some of this helps. Let me know how you get on because I'm noobing around too

    Rob

  3. #3
    MSgt. Shooter Person
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    Default

    Have you gotten the blocks to respond to any physical force at all on an actual device yet? Just curious.
    Follow me on my new twitter. <_<
    http://twitter.com/#!/MichaelAllar

    Things I've made/worked/working on with UDK/UE3 that I can publicly talk about:
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  4. #4
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    Default Projectile factory Spawning Meshs working

    Got a little further with this.

    in unrealscript - I subclassed MobileProjectile and added a static mesh component to the subclass.

    In the Editor Content Browser I created an Archetype from my new projectile subclass. I coppied all the setings from the Blaster 2 archetype into my new archetype.

    In Kismet changed the archetype in the projectile factory to my new archetype .

    Now it fires the mesh I setup in my new MobileProjectile subclass.

    N.B. the original Jazz game blasters doesn't fire any meshes , it creates a projectile with no mesh and attaches the flight path Particle system to it .What you see on the screen is the particle system which is really an animation that looks like a bullet

    Rob
    Last edited by insanerob; 01-07-2011 at 07:15 AM. Reason: because I can't spell meshEs

  5. #5
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    Default @Allar : Physics on device not working iPad

    My modded Jazz gun happily knocks over rigidbodies when running in Mobile Previewer .... if I install to my iPad it doesn't work

    I'll let you know if I find anything

    Rob

  6. #6
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    Default PhysX not supported ... but ...

    Bad news - PhsyX is not supported on iOS devices ( http://forums.epicgames.com/showthread.php?t=754585 ) so your blocks won't move when hit on an iOS device if you install it on your phone or iPad.

    Mixed news - If you play your game in the mobile previewer the physics will work. Which means you can develop your game now, ready for when PhysX is implemented. Flip side of this means that the mobile previewer can't be used alone to develop games as it doesn't reflect what you get when running on an actual iOS device. As an example I scripted custom PlayerController , 3rdPerson Camera, pawn etc. worked perfectly in the mobile preview .... install on my iPad doesn't even look like it's loading my PlayerController even though there are no compile errors

    Good news - at least Phys_Falling applies the gravity acceleration still. Probably won't help with your block project though

    Rob

  7. #7
    Prisoner 849
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    Default

    Hey folks, I have got all my projectile factories and archetypes working perfectly in my iOS game 'DragonVille' and it's now installed on my iphone...........
    The only slight problem is that my fire particle system that my Dragons breath is too memory demanding and so it slows down the rendering a bit............

    I need a fire particle system that's way less demanding.....

    I've made loads of iOS tutorials on YouTube showing how I got it all to work, including my Glock 26 and UZI

    Tutorials for UDK PC and iOS Mobile
    http://www.youtube.com/user/lexluthornumber1

  8. #8
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    Default

    Hi Lex.Firstly love ya tuts matey.
    Maybe reduce the rate distribution and rate scale of the particle, also if a mesh is being used be sure its very low poly.I have some similar problems Im trying too resolve.

  9. #9
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    Default

    I have the following problem with Propjectile Factory:

    I can't assing Archetype from Content Browser, just nothing happens if i click 'Use selected object in Content Browser' am i doing something wrong?


  10. #10
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    Default

    Nothing, just CTRL+C your Archetype and CTRL+V in your kismet Archetype Actor. I've the same problem.

  11. #11
    MSgt. Shooter Person
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    Default

    Thanks, they should fix this if they created a button...


 

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