You can put it anywhere really but its just to make sure that the code is firing so yeah there is fine. If that event shows then put it in a place where you think it may not be firing until you see it not fire at all.
You can put it anywhere really but its just to make sure that the code is firing so yeah there is fine. If that event shows then put it in a place where you think it may not be firing until you see it not fire at all.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
im getting nothing again, a message doesnt appear,
the only thing that i have copied from ur tut is the camera setup with kkismet, would that affect it, i wouldnt think so as it should onlt place the camera in position
ive added the log all over and im still getting nothing, i have no idea why its not working even tho it should due to the vaultactors appearing in the actor class
The world props, game type PIE, needs to stay at None right, thats the only other thing that i think is affecting it
Last edited by otaku44; 06-30-2011 at 04:14 PM.
oh
ur game type needs to be set to ur custom gametype using your custom player controller.
I don't know why i didn't think of that first.
IF you do not set it to your custom gametype the use function will not do anything because you modified the USE function in YOUR custom playercontroller. A gametype of none uses no custom pawn or playercontroller or HUD etc.
So set it to your custom gametype.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
ok but which one is it, arent these ones here part of udk already
![]()
shouldnt it comes up with VAULT (in my case)
No, you really need to study up on coding for Unreal Script. You seem to be jumping ahead of yourself.
You need to create a gametype called MyGameInfo (Or something ) Extending UTGame or similiar.
Please read up on this before continuing to ask questions. If you are stuck on this I will help you out. Give it a try before asking!
Read from here and down
http://udn.epicgames.com/Three/Basic....html#Gametype
Last edited by TheAgent; 06-30-2011 at 04:31 PM.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
ya sorry about all of these questions, i am a complete novice about coding
i added this, which put it up,
class MainVault extends UTGame;
DefaultProperties
{
DefaultPawnClass = class'Vault.MainPawn'
PlayerControllerClass = class'Vault.MainPlayerController'
bDelayedStart = false
bRestartLevel = false
}
it shows the yellow line, it does the same as JmPrsh153 video, it shows a yellow line when i click on E now,
when it comes to the wall tho, when pushing E, I lose control of him and he moves to the right, but im guessing thats due to the actor properties
which i will play around with later, cause ive got to go now, thanks for all your help![]()
ok, it seems to be when the trace lines come in contact with the vaultactor it stops the player from moving and i cant move the camera around either
i know i had some problems with it where the player gets stuck, now would be the time to check the log and see what happens. sometimes a certain mix of properties causes it so that "grounded" isnt called i still am not sure why.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
Nice Also TheAgent Would you mind if i use the vault Code in My Gam?e its at the moment nothing but a prototype of a lot of ideas i have in mind i have mostly every single aspect working Except custom movement it gets kinds messy for me whatever i have to work with the player movement So This is an good way for me to start learning How to develope custom pawn movement Just asking By the way your Zombie game is looking pretty good
Oh that's fine, this code is free to use, in any game commercial or non- commercial just mention my name and we are all set.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
ok here is my new log details..
there is more to it, but there was a limit, is this fine r do u need to restPHP Code:Log: Log file open, 06/30/11 21:37:43
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: Version: 8364
Init: Epic Internal: 0
Init: Compiled (64-bit): May 12 2011 16:23:49
Init: Changelist: 871961
Init: Command line: editor
Init: Base directory: C:\UDK\UDK-2011-05\Binaries\Win64\
DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
[0000.52] Init: Computer: SSJ2_GOHAN-PC
[0000.52] Init: User: SSj2GOHAN
[0000.52] Init: CPU Page size=4096, Processors=8
[0000.52] Init: High frequency timer resolution =2.602353 MHz
[0000.52] Init: Memory total: Physical=6.0GB Pagefile=12.0GB Virtual=8192.0GB
[0000.54] Init: WinSock: I am SSj2_GOHAN-PC (192.168.1.9:0)
[0000.54] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.54] Init: Object subsystem initialized
[0000.63] Log: Shader platform (RHI): PC-D3D-SM3
[0000.98] Log: PhysX GPU Support: DISABLED
[0000.98] Init: Initializing FaceFX...
[0000.98] Init: FaceFX 1.7.4 initialized.
[0002.35] Init: Finished loading startup packages in 1.28 seconds
[0002.36] Log: 74163 objects as part of root set at end of initial load.
[0002.36] Log: 0 out of 0 bytes used by permanent object pool.
[0002.56] Log: Supported Consoles:
[0002.56] Log: IPhone
[0002.56] Log: PC
[0002.56] Log: Initializing Engine...
[0002.62] Log: Encountered missing default brush - spawning new one
[0002.62] Init: UEngine initialized
[0002.62] Log: Primary PhysX scene will be in software.
[0002.62] Log: Creating Primary PhysX Scene.
[0002.62] Init: Transaction tracking system initialized
[0002.63] Log: Can't find edit package 'OnlineSubsystemGameSpy'
[0002.63] Log: Can't find edit package 'OnlineSubsystemLive'
[0003.01] Init: XAudio2 using 'Headphones (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0003.04] Log: Working around XDK XAudio2 regression: TRUE
[0003.05] Init: XAudio2Device initialized.
[0003.06] Init: Client initialized
[0003.06] Init: Editor engine initialized
[0003.13] Log: Initializing Engine Completed
[0003.13] Log: >>>>>>>>>>>>>> Initial startup: 3.13s <<<<<<<<<<<<<<<
[0003.18] Cmd: MODE MAPEXT=udk
[0003.26] SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True
[0003.27] SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True
[0006.16] Log: TIMER ALL OF INIT : [5.173794]
[0011.68] Cmd: MAP LOAD FILE="C:\UDK\UDK-2011-05\UDKGame\Content\Maps\freeelement.udk"
[0011.77] Log: Encountered missing default brush - spawning new one
[0012.07] Log: -- Checking Building LODs
[0012.08] Log: Primary PhysX scene will be in software.
[0012.08] Log: Creating Primary PhysX Scene.
[0012.08] Log: Finished looking for orphan Actors (0.003 secs)
[0012.11] Cmd: MAP CHECKDEP DONTCLEARMESSAGES
[0019.54] Log:
==== Worlds needing PIE Save:
[0019.54] Log: freeelement
[0019.54] Log: ==== 1 total
[0019.58] Log: Built Phys StaticMesh Cache: 2.470 ms
[0019.58] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
[0019.59] Log: COOKEDPHYSICS: BSP 0.42 KB
[0019.64] Log: Save=60.804203
[0019.64] Log: Moving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
[0019.67] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0019.67] Log: Finished looking for orphan Actors (0.003 secs)
[0019.67] DevSpawn: SpawnActor failed because of collision at the spawn location [X=-82.002 Y=6.277 Z=45.981] for [Teleporter]
[0022.64] Log:
==== Worlds needing PIE Save:
[0022.64] Log: ==== 0 total
[0022.64] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0022.64] Log: Finished looking for orphan Actors (0.002 secs)
[0022.64] Log: Game class is 'MainVault'
[0022.66] Log: Primary PhysX scene will be in software.
[0022.66] Log: Creating Primary PhysX Scene.
[0022.66] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.38.05
[0022.68] Log: Bringing up level for play took: 0.018753
[0022.71] Cmd: SETSOUNDMODE Default
[0022.71] ScriptLog: START MATCH
[0022.72] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_0:GFxMinimap_0
Function UTGame.GFxMinimap:Init:00F2
[0022.73] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0022.73] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0022.73] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0022.73] Log: PIE: play in editor start time for UEDPIEfreeelement 0.203
[0022.73] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
Function UTGame.GFxMinimap:Init:00F2
[0022.73] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
Function UTGame.GFxMinimap:UpdateData:0015
[0025.45] Cmd: use
[0029.98] Cmd: onrelease ShowMenu
[0030.73] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
Function UTGame.UTPlayerController:Destroyed:0041
[0039.91] Log:
==== Worlds needing PIE Save:
[0039.91] Log: ==== 0 total
[0039.91] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0039.91] Log: Finished looking for orphan Actors (0.003 secs)
[0039.91] Log: Game class is 'MainVault'
[0039.93] Log: Primary PhysX scene will be in software.
[0039.93] Log: Creating Primary PhysX Scene.
[0039.93] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.38.22
[0039.94] Log: Bringing up level for play took: 0.014006
[0039.97] Cmd: SETSOUNDMODE Default
[0039.98] ScriptLog: START MATCH
[0039.98] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_2:GFxMinimap_2
Function UTGame.GFxMinimap:Init:00F2
[0039.98] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0039.98] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0039.98] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0039.98] Log: PIE: play in editor start time for UEDPIEfreeelement 0.190
[0039.99] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_3:GFxMinimap_3
Function UTGame.GFxMinimap:Init:00F2
[0039.99] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_3:GFxMinimap_3
Function UTGame.GFxMinimap:UpdateData:0015
[0043.31] Cmd: StartFire
[0043.31] Cmd: OnRelease StopFire
[0043.40] Cmd: StopFire
[0047.10] Cmd: use
[0058.69] Cmd: onrelease ShowMenu
[0058.98] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
Function UTGame.UTPlayerController:Destroyed:0041
[0060.89] Log:
==== Worlds needing PIE Save:
[0060.89] Log: ==== 0 total
[0060.90] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0060.90] Log: Finished looking for orphan Actors (0.002 secs)
[0060.90] Log: Game class is 'MainVault'
[0060.91] Log: Primary PhysX scene will be in software.
[0060.91] Log: Creating Primary PhysX Scene.
[0060.92] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.38.43
[0060.93] Log: Bringing up level for play took: 0.013938
[0060.96] Cmd: SETSOUNDMODE Default
[0060.96] ScriptLog: START MATCH
[0060.97] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_4:GFxMinimap_4
Function UTGame.GFxMinimap:Init:00F2
[0060.97] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0060.97] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0060.97] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0060.97] Log: PIE: play in editor start time for UEDPIEfreeelement 0.191
[0060.97] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_5:GFxMinimap_5
Function UTGame.GFxMinimap:Init:00F2
[0060.97] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_5:GFxMinimap_5
Function UTGame.GFxMinimap:UpdateData:0015
[0063.94] Cmd: use
[0066.16] Cmd: use
[0066.42] Cmd: use
[0066.85] Cmd: use
[0072.86] Cmd: onrelease ShowMenu
[0072.97] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
Function UTGame.UTPlayerController:Destroyed:0041
[0074.34] Log:
==== Worlds needing PIE Save:
[0074.34] Log: ==== 0 total
[0074.34] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0074.35] Log: Finished looking for orphan Actors (0.002 secs)
[0074.35] Log: Game class is 'MainVault'
[0074.36] Log: Primary PhysX scene will be in software.
[0074.36] Log: Creating Primary PhysX Scene.
[0074.36] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.38.57
[0074.37] Log: Bringing up level for play took: 0.014056
[0074.41] Cmd: SETSOUNDMODE Default
[0074.41] ScriptLog: START MATCH
[0074.42] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_6:GFxMinimap_6
Function UTGame.GFxMinimap:Init:00F2
[0074.42] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0074.42] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0074.42] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0074.42] Log: PIE: play in editor start time for UEDPIEfreeelement 0.198
[0074.43] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_7:GFxMinimap_7
Function UTGame.GFxMinimap:Init:00F2
[0074.43] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_7:GFxMinimap_7
Function UTGame.GFxMinimap:UpdateData:0015
[0077.14] Cmd: use
[0078.95] Cmd: StartFire
[0078.95] Cmd: OnRelease StopFire
[0079.08] Cmd: StopFire
[0079.88] Cmd: StartAltFire
[0079.88] Cmd: OnRelease StopAltFire
[0079.99] Cmd: StopAltFire
[0081.94] Cmd: StartFire
[0081.94] Cmd: OnRelease StopFire
[0082.08] Cmd: StopFire
[0082.76] Cmd: StartFire
[0082.76] Cmd: OnRelease StopFire
[0082.89] Cmd: StopFire
[0085.88] Cmd: StartAltFire
[0085.88] Cmd: OnRelease StopAltFire
[0086.05] Cmd: StopAltFire
[0086.44] Cmd: StartAltFire
[0086.44] Cmd: OnRelease StopAltFire
[0086.57] Cmd: StopAltFire
[0087.09] Cmd: StartAltFire
[0087.09] Cmd: OnRelease StopAltFire
[0087.39] Cmd: StopAltFire
[0087.61] Cmd: StartAltFire
[0087.61] Cmd: OnRelease StopAltFire
[0088.61] Cmd: StopAltFire
[0088.93] Cmd: StartFire
[0088.93] Cmd: OnRelease StopFire
[0089.03] Cmd: StopFire
[0091.14] Cmd: onrelease ShowMenu
[0091.42] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
Function UTGame.UTPlayerController:Destroyed:0041
[0093.46] Log:
==== Worlds needing PIE Save:
[0093.46] Log: ==== 0 total
[0093.46] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0093.47] Log: Finished looking for orphan Actors (0.002 secs)
[0093.47] Log: Game class is 'MainVault'
[0093.48] Log: Primary PhysX scene will be in software.
[0093.48] Log: Creating Primary PhysX Scene.
[0093.49] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.39.16
[0093.50] Log: Bringing up level for play took: 0.013988
[0093.53] Cmd: SETSOUNDMODE Default
[0093.53] ScriptLog: START MATCH
[0093.54] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_8:GFxMinimap_8
Function UTGame.GFxMinimap:Init:00F2
[0093.54] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0093.54] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0093.54] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0093.54] Log: PIE: play in editor start time for UEDPIEfreeelement 0.190
[0093.54] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_9:GFxMinimap_9
Function UTGame.GFxMinimap:Init:00F2
[0093.54] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_9:GFxMinimap_9
Function UTGame.GFxMinimap:UpdateData:0015
[0094.39] Log: Assembled 373 auto-complete commands, manual: 79, exec: 262, kismet: 0
[0096.43] Cmd: BehindView
[0098.68] Cmd: use
[0098.68] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0099.59] Cmd: use
[0099.59] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0101.76] Cmd: use
[0101.76] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0103.94] Cmd: use
[0103.94] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0104.17] Cmd: use
[0104.17] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0104.37] Cmd: use
[0104.37] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0104.63] Cmd: use
[0104.63] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function Vault.MainPlayerController:Use:015B
[0107.04] Cmd: use
[0109.69] Cmd: onrelease ShowMenu
[0110.54] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
Function UTGame.UTPlayerController:Destroyed:0041
[0149.69] Cmd: EDCALLBACK SELECTEDPROPS
[0164.46] Log:
==== Worlds needing PIE Save:
[0164.46] Log: freeelement
[0164.46] Log: ==== 1 total
[0164.50] Log: Built Phys StaticMesh Cache: 2.787 ms
[0164.50] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
[0164.52] Log: COOKEDPHYSICS: BSP 0.42 KB
[0164.56] Log: Save=60.926016
[0164.57] Log: Moving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
[0164.60] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0164.60] Log: Finished looking for orphan Actors (0.003 secs)
[0164.60] Log: Game class is 'MainVault'
[0164.62] Log: Primary PhysX scene will be in software.
[0164.62] Log: Creating Primary PhysX Scene.
[0164.62] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.40.27
[0164.63] Log: Bringing up level for play took: 0.014594
[0164.67] Cmd: SETSOUNDMODE Default
[0164.67] ScriptLog: START MATCH
[0164.68] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_10:GFxMinimap_10
Function UTGame.GFxMinimap:Init:00F2
[0164.68] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0164.68] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0164.68] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0164.68] Log: PIE: play in editor start time for UEDPIEfreeelement 0.332
[0164.68] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_11:GFxMinimap_11
Function UTGame.GFxMinimap:Init:00F2
[0164.68] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_11:GFxMinimap_11
Function UTGame.GFxMinimap:UpdateData:0015
[0166.08] Cmd: use
[0169.70] Cmd: onrelease ShowMenu
[0170.68] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
Function UTGame.UTPlayerController:Destroyed:0041
[0175.36] Cmd: EDCALLBACK SELECTEDPROPS
[0178.82] Log:
==== Worlds needing PIE Save:
[0178.82] Log: freeelement
[0178.82] Log: ==== 1 total
[0178.86] Log: Built Phys StaticMesh Cache: 2.667 ms
[0178.86] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
[0178.87] Log: COOKEDPHYSICS: BSP 0.42 KB
[0178.92] Log: Save=59.744009
[0178.92] Log: Moving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
[0178.95] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0178.95] Log: Finished looking for orphan Actors (0.003 secs)
[0178.95] Log: Game class is 'MainVault'
[0178.97] Log: Primary PhysX scene will be in software.
[0178.97] Log: Creating Primary PhysX Scene.
[0178.97] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.40.41
[0178.98] Log: Bringing up level for play took: 0.015598
[0179.02] Cmd: SETSOUNDMODE Default
[0179.02] ScriptLog: START MATCH
[0179.03] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_12:GFxMinimap_12
Function UTGame.GFxMinimap:Init:00F2
[0179.03] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0179.03] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0179.03] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0179.03] Log: PIE: play in editor start time for UEDPIEfreeelement 0.331
[0179.04] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_13:GFxMinimap_13
Function UTGame.GFxMinimap:Init:00F2
[0179.04] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_13:GFxMinimap_13
Function UTGame.GFxMinimap:UpdateData:0015
[0181.11] Cmd: use
[0182.72] Cmd: onrelease ShowMenu
[0183.03] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
Function UTGame.UTPlayerController:Destroyed:0041
[0185.90] Log:
==== Worlds needing PIE Save:
[0185.90] Log: freeelement
[0185.90] Log: ==== 1 total
[0185.94] Log: Built Phys StaticMesh Cache: 2.670 ms
[0185.94] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
[0185.95] Log: COOKEDPHYSICS: BSP 0.42 KB
[0186.00] Log: Save=60.952146
[0186.00] Log: Moving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
[0186.03] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0186.03] Log: Finished looking for orphan Actors (0.003 secs)
[0186.03] Log: Game class is 'MainVault'
[0186.05] Log: Primary PhysX scene will be in software.
[0186.05] Log: Creating Primary PhysX Scene.
[0186.05] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.40.48
[0186.06] Log: Bringing up level for play took: 0.015705
[0186.11] Cmd: SETSOUNDMODE Default
[0186.11] ScriptLog: START MATCH
[0186.11] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_14:GFxMinimap_14
Function UTGame.GFxMinimap:Init:00F2
[0186.11] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0186.11] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0186.11] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0186.11] Log: PIE: play in editor start time for UEDPIEfreeelement 0.332
[0186.12] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_15:GFxMinimap_15
Function UTGame.GFxMinimap:Init:00F2
[0186.12] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_15:GFxMinimap_15
Function UTGame.GFxMinimap:UpdateData:0015
[0187.93] Cmd: use
[0189.22] Cmd: onrelease ShowMenu
[0190.11] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
Function UTGame.UTPlayerController:Destroyed:0041
[0193.10] Log:
==== Worlds needing PIE Save:
[0193.10] Log: freeelement
[0193.10] Log: ==== 1 total
[0193.14] Log: Built Phys StaticMesh Cache: 2.680 ms
[0193.14] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
[0193.16] Log: COOKEDPHYSICS: BSP 0.42 KB
[0193.20] Log: Save=59.996088
[0193.20] Log: Moving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
[0193.24] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0193.24] Log: Finished looking for orphan Actors (0.003 secs)
[0193.24] Log: Game class is 'MainVault'
[0193.26] Log: Primary PhysX scene will be in software.
[0193.26] Log: Creating Primary PhysX Scene.
[0193.26] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.40.56
[0193.27] Log: Bringing up level for play took: 0.015258
[0193.31] Cmd: SETSOUNDMODE Default
[0193.31] ScriptLog: START MATCH
[0193.31] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_16:GFxMinimap_16
Function UTGame.GFxMinimap:Init:00F2
[0193.31] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0193.31] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0193.31] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0193.31] Log: PIE: play in editor start time for UEDPIEfreeelement 0.335
[0193.32] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_17:GFxMinimap_17
Function UTGame.GFxMinimap:Init:00F2
[0193.32] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_17:GFxMinimap_17
Function UTGame.GFxMinimap:UpdateData:0015
[0194.79] Cmd: use
[0194.79] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
Function Vault.MainPlayerController:Use:015B
[0196.83] Cmd: use
[0201.11] Cmd: onrelease ShowMenu
[0201.32] ScriptWarning: Accessed None 'ViewportClient'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
Function UTGame.UTPlayerController:Destroyed:0041
[0203.01] Log:
==== Worlds needing PIE Save:
[0203.01] Log: ==== 0 total
[0203.01] Cmd: MAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
[0203.01] Log: Finished looking for orphan Actors (0.002 secs)
[0203.01] Log: Game class is 'MainVault'
[0203.03] Log: Primary PhysX scene will be in software.
[0203.03] Log: Creating Primary PhysX Scene.
[0203.03] Log: Bringing World UEDPIEfreeelement.TheWorld up for play (0) at 2011.06.30-21.41.05
[0203.04] Log: Bringing up level for play took: 0.013967
[0203.07] Cmd: SETSOUNDMODE Default
[0203.07] ScriptLog: START MATCH
[0203.08] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_18:GFxMinimap_18
Function UTGame.GFxMinimap:Init:00F2
[0203.08] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
[0203.08] ScriptWarning: Accessed None 'OnlineSub'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
[0203.08] ScriptWarning: Accessed None
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
[0203.08] Log: PIE: play in editor start time for UEDPIEfreeelement 0.196
[0203.09] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_19:GFxMinimap_19
Function UTGame.GFxMinimap:Init:00F2
[0203.09] ScriptWarning: Accessed None 'MapInfo'
GFxMinimap Transient.GFxMinimapHud_19:GFxMinimap_19
Function UTGame.GFxMinimap:UpdateData:0015
[0203.97] Cmd: use
[0203.97] ScriptWarning: Accessed None 'TraceHit'
MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
[0203.97] ScriptWarning: Accessed None 'TraceHit'
TraceHit is not returning anything meaning the vault actor is either not correct or not set up properly? Did you set up collision for it? Are you using a custom staticmesh?
Are you close enough to it?
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
as for it being set up properly i assume so, as ive done evverying from ur tut,
set up collision for what the player, or the vault actor??
so far i simple have ur vaultactor set up, and a bsp below it for ground, and the player is the standard bot.
ya i think im close enough to it.
Also try not to have the actor too close to bsp or going through bsp. Other than that, i'm not too sure why it would return none, if its hitting the vault actor.
Last edited by TheAgent; 06-30-2011 at 06:03 PM.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
sweet i got it working
on the vaultactor properties i changed the collision from blockALL to collide_CustomDefault
doing that allows me to travel up the wall now, as long as i push E,
dude thanks for all your help
by any chance would u be doing side running/ running along the wall as well![]()
I don't think so, i only added this because in my game, zombies will be in semi large numbers, so jumping over objects to back track them was needed.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
hey i changed the collision to custom default etc and my character still loses control and runs off when im next the actor :/ please help
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
any chance you could post your coding etc.?
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
right ive got something more with this, on the actor to make it small i just reduced the size because at first i just dragged it under ground so the it looked small, thats sorted and just resized but when i press E against the actor it jumps over and how high it jumps determines how high the value is for height, then after he finishes jumping i then lose control and he keeps on running
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
right i think i have it sorted, only thing is its in third person, now it does the movements but it doesnt look right for third person because it just jumps then to the left but im guessing thats what the animations would be for yeh? lol, i just changed the height value on the properties just enough so that the player jumps over, the animations, do i just create three sets of anims that would be vault high medium and low for example? then replace the name of 'vaultsmall' and the others?
Code:if(TraceHit.IsA('VaultActor')) { VA.Activate(); if(VA.Type == Tall) { bVaulted = true; Pawn.DoJump(bUpdating); Pawn.Velocity.Z = 700; P = Custom_Pawn(Pawn); P.FullBodyAnimSlot.PlayCustomAnim('VaultTop', 1.0, 0.2, 0.2, FALSE, TRUE); SetTimer(0.4, false, 'Grounded'); } else if(VA.Type == Medium ) { bVaulted = true; Pawn.DoJump(bUpdating); Pawn.Velocity.Z = VA.Height; P = Custom_Pawn(Pawn); P.FullBodyAnimSlot.PlayCustomAnim('VaultMediumSmall', 1.0, 0.2, 0.2, FALSE, TRUE); SetTimer(0.3, false, 'Grounded'); } else if(VA.Type == Small) { bVaulted = true; Pawn.DoJump(bUpdating); Pawn.Velocity.Z = VA.Height; P = Custom_Pawn(Pawn); P.FullBodyAnimSlot.PlayCustomAnim('VaultSmall', 1.0, 0.2, 0.2, FALSE, TRUE); SetTimer(0.3, false, 'Grounded'); }
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
also ive been using vautactorsmall and this works but the actual vault actor doesnt i just lose control again
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
no idea about the animation part,
same for me im using the vaultactorsmall
im trying to add more sockets around the player etc, so i can trigger the vaultactor from the side, in an attempt to do wall running, but it doesnt work and it cancels out the Vaultstart to end as well.
PHP Code:class MainPlayerController extends UTPlayerController;
var int ClimbHeight;
var name VaultStartSocketName;
var name VaultEndSocketName;
var name VaultLeftSocketName;
var name VaultRightSocketName;
var MainPawn P;
var bool bVaulted;
exec function Use()
{
local Actor TraceHit;
local Vector StartLoc, EndLoc, LeftLoc, RightLoc;
local Vector HitNormal, HitLocation;
if( Role < Role_Authority )
{
`log("!!!!!!!!!! I am attempting to vault !!!!!!!!!");
PerformedUseAction();
}
ServerUse();
// Trace from socket locations
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultStartSocketName, StartLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultEndSocketName, EndLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultLeftSocketName, LeftLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultRightSocketName, RightLoc);
TraceHit = Trace(HitLocation, HitNormal, StartLoc, EndLoc,true,,,
TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
TraceHit = Trace(HitLocation, HitNormal, LeftLoc, RightLoc,true,,,
TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
DrawDebugLine(StartLoc, EndLoc, 255, 250, 100, true);
DrawDebugLine(LeftLoc, RightLoc, 255, 250, 100, true);
if(TraceHit.IsA('VaultActor'))
{
GotoState('Vaulting');
}
}
///*********** Vault STATE********************************************
//Contains stop functions and special case vaults.
//handles animations and movement
state Vaulting
{
function Check()
{
local VaultActor VA;
local Actor TraceHit;
local Vector StartLoc, EndLoc, LeftLoc, RightLoc;
local Vector HitNormal, HitLocation;
foreach VisibleCollidingActors (class'VaultActor', VA,40,Pawn.Location)
{
// Trace from pawn sockets.
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultStartSocketName, StartLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultEndSocketName, EndLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultLeftSocketName, LeftLoc);
Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultRightSocketName, RightLoc);
TraceHit = Trace(HitLocation, HitNormal, StartLoc, EndLoc, true,,,
TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
DrawDebugLine(StartLoc, EndLoc, 255, 250, 0, true);
TraceHit = Trace(HitLocation, HitNormal, LeftLoc, RightLoc, true,,,
TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
DrawDebugLine(LeftLoc, RightLoc, 255, 250, 0, true);
if(TraceHit.IsA('VaultActor'))
{
VA.Activate();
if(VA.Type == Tall)
{
bVaulted = true;
Pawn.DoJump(bUpdating);
Pawn.Velocity.Z = 700;
P = MainPawn(Pawn);
P.FullBodyAnimSlot.PlayCustomAnim('VaultTop', 1.0, 0.2, 0.2, FALSE, TRUE);
SetTimer(0.4, false, 'Grounded');
}
else if(VA.Type == Medium )
{
bVaulted = true;
Pawn.DoJump(bUpdating);
Pawn.Velocity.Z = VA.Height;
P = MainPawn(Pawn);
P.FullBodyAnimSlot.PlayCustomAnim('VaultMediumSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
SetTimer(0.3, false, 'Grounded');
}
else if(VA.Type == Small)
{
bVaulted = true;
Pawn.DoJump(bUpdating);
Pawn.Velocity.Z = VA.Height;
P = MainPawn(Pawn);
P.FullBodyAnimSlot.PlayCustomAnim('VaultSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
SetTimer(0.3, false, 'Grounded');
}
}
else
{
PushState('PlayerWalking');
}
}
}
function Grounded()
{
local VaultActor VA;
//Set forward 'push' velocity depending on the direction of the wall. determined by level designer.
foreach VisibleCollidingActors (class'VaultActor', VA, 90, Pawn.Location)
{
if(VA.Direction == Left)
{
Pawn.Velocity.Y = VA.PushDistance;
}
else if(VA.Direction == Right)
{
Pawn.Velocity.Y = - VA.PushDistance;
}
else if(VA.Direction == Forward)
{
Pawn.Velocity.X = VA.PushDistance;
}
else if(VA.Direction == Back)
{
Pawn.Velocity.X = - VA.PushDistance;
}
PushState('PlayerWalking');
}
bVaulted = false;
}
Begin:
Check();
}
defaultproperties
{
ClimbHeight = 0
bVaulted = false
VaultStartSocketName = VaultStart
VaultEndSocketName = VaultEnd
VaultLeftSocketName = VaultLeft
VaultRightSocketName = VaultRight
}
how would he wall run? just like slide up the wall then slide down due to gravity? also btw how do you change the gravity for you pawn? whats the like function or whatever? because im guessing itl go in the default properties but i dunno what its called?
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
lol dont no, i was just thinking of having the player move across the vaultactors, and once it passes them the player would then fall due to gravity![]()
from this it tells u that once it hits the vaultactor from tracing etc it activates
if(TraceHit.IsA('VaultActor'))
but how do i have it so when it hits anything, like bsp brushes and objescts etc to activate it
its something like, if(TraceHit.IsA(bWorldGeometry) or something like that im not sure.
I haven't tried wall run, it would have to be totally different. You would need to make a few traces some math.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
hey TheAgent i was wondering if you could help me with something if you could got to this page and then read my questions in there about animations?
http://forums.epicgames.com/showthre...1#post28534711
UDK Environmental Artist - for UnrealPHD
Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
Online Portfolio: http://parishproductionmedia.moonfruit.com/
Hi agent.
I got the code to work and some custom animations(Good Tutorial).
Maybe you know this: I want the actor to detect the side the player is on and if he is on the left side, then vault to the left side.
Please help(If you have time...)
Tutorial youtube page: http://www.youtube.com/user/UnrealEngine3Help I will put more tutorials once Christmas is over
thanks ...
Got it working first try (after deleting the animations)
the player sometimes gets stuck but ill dive in the code and through this thread a bit to learn more.
thanks ALOT!
The only difficult part about this vaulting is that the player sometimes gets stuck
anyone has a fix for this?
Last edited by Carsten; 09-14-2011 at 06:15 AM.
I'll see if i can come up with a better vaulting system later in time. Since i know that there are better ways to approach this.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
Chronoshift
Chronoshift WIP : http://forums.epicgames.com/showthread.php?t=816764
Facebook : http://www.facebook.com/pages/Chrono...79170415430183
Twitter : http://twitter.com/#!/ChronoshiftGame
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Lead Programmers Weblog : http://carstenhouweling.wordpress.com/
Fix for function grounded (the function that check wich way to vault to)
http://forums.epicgames.com/threads/...1#post28668248
A post there shows this code for the function grounded: (Works perfectly)
Code:self.Pawn.Velocity.X += 250; //Push Distance self.Pawn.Velocity = self.Pawn.Velocity >> self.Pawn.Rotation; PushState('PlayerWalking');
Chronoshift
Chronoshift WIP : http://forums.epicgames.com/showthread.php?t=816764
Facebook : http://www.facebook.com/pages/Chrono...79170415430183
Twitter : http://twitter.com/#!/ChronoshiftGame
Youtube : http://www.youtube.com/user/ChronoshiftTheGame
Lead Programmers Weblog : http://carstenhouweling.wordpress.com/
Is it possible to use a method like this with a modular pawn like the one in UDK Gems? If so what major changes would I have to make? Or would I be better off just writing my own code instead of adapting it to this method. Thanks
ModularPawn doesnt change anything only the visual represantation fo your pawn so in fact it should work
Rising Soul Studios Main Leader
S.U.R.V.I.V.O.R RPG Survival Game
http://www.moddb.com/games/survivor
http://forums.epicgames.com/showthread.php?t=819282
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