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  1. #1
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    Default How do I add a simple weapon for iOS?

    Using the default camera set up, how would I bulid a simple gun?

    All I want to do is test damage on a fracture mesh with in UDK Mobile.

  2. #2

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    I was also looking for this on the forums. The default camera set up is perfect, but I tried a mesh with a camera glued to it head, and coding another to spawn on it's own. I just can't get the coding side of it, the controls either don't work (or go the complete wrong way) or I can't find where to put the code from tutorials. The gun I'm presuming would require a large change from the default to a first person, would it require a mesh with a camera attached?

  3. #3
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    Yeah, the more I look into this the more complected its gets.
    Last edited by Kuda; 04-03-2011 at 02:24 AM.

  4. #4
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    Fractured meshes are not working on mobile platforms from my current tests.

  5. #5
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    You're right Solid, fractured meshes don't seem to work. You can test this adding a fractured mesh to the Jazz mini game.

  6. #6
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    Well it seems I may have something,

    I found a simple solution.


    So, here we have what we're looking for, a gun in the player's hands.



    This is what Kismet would look like, it's very simple.


    Here are the cords to get the gun aligned correctly.




    Now, the only problem I'm having is keeping the angle of the gun to aligned with the Stick Look Zone. Left - Right works, just not Up - Down
    Last edited by Kuda; 03-29-2011 at 02:43 AM.

  7. #7
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    Ok so we've got the gun to fire! Now I just need to work on getting the gun to stay with the cam when the player look up or down

  8. #8

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    How you made it? I mean fire

  9. #9
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    Default


  10. #10
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    If you want to do it in code you can still extend from the base classes within Unreal (i.e. the base weapon class).
    "Insanity is but a state of mind deemed unacceptable by a society that strives to be perfect, which is insanity in itself." -DeathsSilkyMist aka Aaron Marshall

  11. #11

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    Did you ever get the gun to move up and down with the player?

    Also, stupid question but how did you get the gun imported. I gotten it to work 1000 times before in UDK but Mobile UDK isn't working for me.

    Thx

  12. #12

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    The screenshots are awesome, thanks for the help.

    I've got the weapon attached and moving when I move but I have a few questions.

    I'm new to scripting, so how exactly do I attach the weapon to the sequence actor?

    Also, this may sound silly, but Kuda what do you mean by Archetype set to "MobilePorjectile..._01." I just attached it to the weapon its self. Could that be why I cannot see the properties for the sequence actor?

    Thanks in advance, and sorry if these are 'noob' questions or anything along those lines

  13. #13
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    Honestly, I was a complete noob when I made this tread, and this is a very faulty way to put a weapon in the player's hands, to make it look like an FPS.

    I'll post a full tut on the correct way in a few days.


    Sorry about that.

  14. #14
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    Bump... I just decided to make something else after 2000 pages of reading and 200+ hours of vid tutorials.

  15. #15

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    Thanks Kuda, that would be perfect

    Hangman057, I'm not sure what you mean?

  16. #16
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    Quote Originally Posted by Kuda View Post
    Honestly, I was a complete noob when I made this tread, and this is a very faulty way to put a weapon in the player's hands, to make it look like an FPS.

    I'll post a full tut on the correct way in a few days.


    Sorry about that.
    Could you post the "corrrect way"?.
    That would be of great help.
    I've been reading and searching, but found no answer.
    Thanks in advance.

  17. #17
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    UT3's weapons now work on iOS. I'd recommend using one of the weapons as a starting base now.

  18. #18
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    Quote Originally Posted by Solid Snake View Post
    UT3's weapons now work on iOS. I'd recommend using one of the weapons as a starting base now.
    Yes, i did that, i even modded shock rifle with custom weapon, but game crashes on Ipad, when damage is taken by player(falling, UTPawn shot hits player and so on), it crashes the same way on custom weapon or standard UT3.

    Maybe I shall not use UTGame as gametype?. Wich should I use?.
    If I use SimpleGame or Framework game, should I code everything from scratch? Could not find many info on UDK Mobile UnrealScript, searched the forum, Goggle, youtube, only the Rabbit Tutorial....
    Thanks Solid Snake for your help...
    Last edited by RobyLP; 07-27-2011 at 05:31 PM.

  19. #19
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    From memory, I fixed this by disabling post processing within UTHUD. My best advice there is to not use UTHUD and use your own HUD extended from HUD.

  20. #20
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    Watch Lexluthor's vids. He got it working a month ago. You have to create a player class in the ini. I tried every kismet workaround myself but it looks like like you have to dig in to the guts of UDK and make her scream.

  21. #21
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    Do you know the name of this video you are talking about?

  22. #22
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    Quote Originally Posted by Kuda View Post
    Using the default camera set up, how would I bulid a simple gun?

    All I want to do is test damage on a fracture mesh with in UDK Mobile.
    Its really simple..Fractured meshes aren't supported on iOS though...........
    Examine how they did it in the Jazz game,(the gun that is)..
    That's what I did and my character has a Glock 26 and an UZI now! The projectile is spawned via the kismet...



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  23. #23
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    If you're using unrealscript you can add a weapon to the player pawn without a lot of hassle, although getting all the weapon functionality will take a bit more effort.

    I extended SimpleGame for my game class, but my PlayerPawn extends UTPawn. This gives you access to the inventory system built in to UT games (your could alternately extend SimplePawn and add the inventory class yourself, but that'll take more time to write, it would however reduce a lot of unnecessary overhead. Your call). Then add a default weapon in the PlayerPawn defaultproperties block. The gun should attack to the player's pawn and move with the camera as you would expect. Tapping somewhere on the screen should activate FireModeNum 0 (left click), you'll have to manually tweak the user interface in order to add FireModeNum 1 (right click) functionality. Additionally, you'll lose most/all of the weapon's animations, as they are called in higher level event functions that don't get called by default in a SimpleGame, but they aren't necessary to actually get the gun firing.

    Using this method eliminates the need for any kismet to make the gun work or spawn projectiles. This is great if you plan on using the same pawn in multiple levels, as kismet is mostly level specific.
    Last edited by Iritus; 09-22-2011 at 02:34 PM.
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  24. #24
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    Quote Originally Posted by Iritus View Post
    If you're using unrealscript you can add a weapon to the player pawn without a lot of hassle, although getting all the weapon functionality will take a bit more effort.

    I extended SimpleGame for my game class, but my PlayerPawn extends UTPawn. This gives you access to the inventory system built in to UT games (your could alternately extend SimplePawn and add the inventory class yourself, but that'll take more time to write, it would however reduce a lot of unnecessary overhead. Your call). Then add a default weapon in the PlayerPawn defaultproperties block. The gun should attack to the player's pawn and move with the camera as you would expect. Tapping somewhere on the screen should activate FireModeNum 0 (left click), you'll have to manually tweak the user interface in order to add FireModeNum 1 (right click) functionality. Additionally, you'll lose most/all of the weapon's animations, as they are called in higher level event functions that don't get called by default in a SimpleGame, but they aren't necessary to actually get the gun firing.

    Using this method eliminates the need for any kismet to make the gun work or spawn projectiles. This is great if you plan on using the same pawn in multiple levels, as kismet is mostly level specific.
    I have done that already that with a custom pawn extending UTPawn ,(but in third and first person) but found it to be too cumbersome with the additional buttons...The one advantage is the true third person view though with no limit on rotation of the player..I added a button for jump too so it looked almost like the 'Real McCoy' UTPawn...

    I had all the buttons hidden on start and then one single button you'd press to un-hide the control buttons because I also had a switch camera button for camera modes,(3 person,1 st person, and over the shoulder 3 rd person) plus a pause and top up health button so the screen became too cluttered with buttons...This way it was almost like an inventory and I suppose you could have a switch weapon button linked into give inventory action in the kismet....

    In the end I opted for the what I mentioned above because of time scale and the end user not really caring about the lack of look up and down rotation!

    I still have the button Inventory though!



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  25. #25
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    In my mind, a third person shooter like gears of war would not fare well on the Iphone because of the controls. Its tricky to move and aim then shoot, then aim again and shoot. I actually don't even like first person shooters on the iphone because its got the same weird configuration.

    But the reason i want the third person is for a puzzle game with the gun. Almost like the gravity gun from half life. but with a GoW over the shoulder cam.

    @LexLutho1: For your mobile placeable pawn, do you have jump?

  26. #26
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    Quote Originally Posted by OmegaBlue36 View Post
    In my mind, a third person shooter like gears of war would not fare well on the Iphone because of the controls. Its tricky to move and aim then shoot, then aim again and shoot. I actually don't even like first person shooters on the iphone because its got the same weird configuration.

    But the reason i want the third person is for a puzzle game with the gun. Almost like the gravity gun from half life. but with a GoW over the shoulder cam.

    @LexLutho1: For your mobile placeable pawn, do you have jump?
    "For your mobile placeable pawn, do you have jump?"

    Yes, but I don't use it on the placeable pawn!
    The above was for my UTPawn which was fired up by a console command button...The principle would work for my placeable pawn too because I have set the animtree up exactly the same as a UTPawn.....





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  27. #27
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    Ahhhhhh.....nice. I didn't even think about that. Thats a genius idea!

    BTW, your tutorials are awesome.

  28. #28
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    Quote Originally Posted by OmegaBlue36 View Post
    Ahhhhhh.....nice. I didn't even think about that. Thats a genius idea!

    BTW, your tutorials are awesome.
    Thanks mate and I'm always available for advice if you need it

    Sometimes my advice is useless though




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