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  1. #1
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    Default FLCT - Script Wizard

    FLCT is a script wizard utility. It can generate pawns, AI, weapon, menu (Main Menu with working saves, Options Menu, Multiplayer menu), inventory (quest and rpg-style).
    http://www.bludnikov.ru/eng.htm
    Video:
    http://www.youtube.com/watch?v=GJlKRsphNJU

    If you want some additional functionality or found an error, please post in this thread.
    Last edited by rquester; 10-21-2011 at 02:13 PM.

  2. #2
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    Game menu (all items are working):


    On the top of the screen is quest inventory (you can click on thing and it became active (added to cursor)).
    Pictures/Text on the bottom shows current game state.
    Last edited by rquester; 10-22-2011 at 09:23 AM.

  3. #3
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    New version was realized (1.13). Now program support inventory save. Many improvments in RPG-inventory (mouse support, icons etc.).

  4. #4
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    Default

    there are some worthy features in flct and you must have put a lot of work into it.
    would there be any chance you could make it less of a 'rquester game' creator and more of a usefull tool?

    i mean for example, if i wanted just the inventory bit, or just the menu bit.
    imagine if someone almost had their game finished and all they needed was one of your weapons or something.

    as it is now you get the whole thing 'taking over' your udk installation.
    its highly impractical to have your software rewriting all the ini's and everything, when someone may have spent months changing setting and such.

    just a suggestion.
    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
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  5. #5
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    i mean for example, if i wanted just the inventory bit, or just the menu bit.
    Inventory class is StrInventory, you can make dummy game and copy from it class which you need.
    But UDK structure require many places where changes will be. For example for quest inventory you need: create (new), initialize, draw, testing mouse, block fire in inventory area, save/load.
    If you want make it manual, then use dummy game.
    Menu is placed in BasicHUD/ListMenuHUD. You can generate a dummy (New game with any temporary name) and copy entire files or part of them. But you need changes other files manually.

    imagine if someone almost had their game finished and all they needed was one of your weapons or something.
    Weapon/Pawns/AI works don't need other classes. You can "Select game" and than Create Weapon, you don't need select "New Game" for this purposes.

    its highly impractical to have your software rewriting all the ini's and everything, when someone may have spent months changing setting and such.
    Ini's doesn't rewriting, they are corrected. I.e. keyboard functions will added to Commands, not replace them (one exclusion - F5, it replaces old command, because it has side effect).
    Only two ini's are changed: DefaultEngine.ini (added generated project) and DefaultInput.ini (added keybindings).

  6. #6
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    New version released (1.14)
    1)Added touch-screens support
    2)Added question about changing ini-files.

  7. #7
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    New version (1.15) was released!
    1)Many improvements in rpg-inventory (added screen buttons, equip, take and use commands, sort modes (by name, by weight, by price). Different groups may have different equip limitations (two rings can be equipped, but only one weapon).
    2)In the game folder now created file with class description.
    3) Inventories and hud now resolution independent.
    Last edited by rquester; 10-28-2011 at 10:58 AM.

  8. #8
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    New version (1.16) was released!
    1)Added toolpanel - navigation or other buttons (recommended for mobile games (buttons already binded to move, menu, fire and inventory), but can be useful for another types).
    2)Some improvements in inventory (equip by double click, taken object has standard size, added user functions for additional working etc.).

  9. #9
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    New version (1.17) was released!
    1)Added TakeActor class for taking objects (quest,rpg).
    2)Now message press E appear if cursor point to Pawn or TakeActor.
    3)Had changed menu - now there are two different menu (Main Menu and InGameMenu).
    You can download new version here:
    http://www.bludnikov.ru/eng.htm

    P.S.: TakeActor doesn't show in Content Browser/Actor Classes, but by typing TakeActor in search box it will appear. ClassGroup(FLCT) and placeable in class definition are present. Does someone know why?
    Last edited by rquester; 10-30-2011 at 11:41 AM.

  10. #10
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    Nice work.Good luck.

  11. #11
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    he3117, thank you.

  12. #12
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    New version was released (1.18)!
    1)TakeActor now extends InterpActor and TakeActorStat extend StaticMeshActor. You can use any of them (for dynamic/static light).
    2)Added zoom (middle mouse button).
    3)Added Pawns Groups (Enemy, Friend, Crew...), when run "Create Enemy").
    4)Pawns now can accepts things from inventory (E (or left mouse button if a pawn marked as a Friend)).

    Download here:
    http://www.bludnikov.ru/eng.htm

  13. #13
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    New version was released (1.19)!
    1)Added Chest/Body search functionality (TakeChest class and open/take/take all chest dialog).
    2)Added special Quest Mode - in this mode shooting is disabled. You can switch QuestMode on runtime.

    Download here:
    http://www.bludnikov.ru/eng.htm

  14. #14
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    Nice Work!

  15. #15
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    Thanks rquester, this looks awesome. Looks like you have put in a lot of effort into this... I'm going to try it and let you know how it goes

  16. #16
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    Phen0mM0dz, Mayan thank you.

  17. #17
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    I had a go at setting up a first person RPG game. A couple of issues I had:

    1: when I launched UDK and it compiled the new scripts, it came up with an error in userpawn.uc... I fixed this by changing line 50 in userpawn.uc where it had "TestProjGame" to the name of the game I had put into your program. Everything was fine after.

    2: when I play the game, there is a mouse cursor floating around even though Im not in a menu (ie: when Im running/moving around and shooting). How would I get rid of this?

    3: can I change the default icons in the menu/inventory with my own? Where do I need to put my icons to change this?

    Thanks

  18. #18
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    1: when I launched UDK and it compiled the new scripts, it came up with an error in userpawn.uc... I fixed this by changing line 50 in userpawn.uc where it had "TestProjGame" to the name of the game I had put into your program.
    Will be fixed in the next version, thank you.

    2: when I play the game, there is a mouse cursor floating around even though Im not in a menu (ie: when Im running/moving around and shooting). How would I get rid of this?
    In the GameHUD there is a property mouseon. Turn it false.

    3: can I change the default icons in the menu/inventory with my own? Where do I need to put my icons to change this?
    Yes. In StrInventory function Init (d.tex properties (images), d.nm (names) etc.).
    Last edited by rquester; 11-06-2011 at 05:09 AM.

  19. #19
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    New version was released (1.20)!
    1)Fixed some bugs (with mouse in RPG-inventory mode, in UserPawn).
    2)Chest inventory now is saved.
    3)Create Enemy now generate placeable pawn (you can place it in UDK-editor).
    4)Now there are questions about first/menu map name.

    Download here:
    http://www.bludnikov.ru/eng.htm

  20. #20
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    Thanks a lot for this tool rquester, it's helping me a lot, not just for creating the scripts but also with helping me to get a better understanding of unrealscript.

    Not sure how many options you want to add or how difficult it would be to implement into your tool, but what would be quite useful is to have a function that can let the user edit the HUD and menu items (ie: HUD pictures/text, menu options, mouse pointer, etc).

  21. #21
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    Mayan,
    Not sure how many options you want to add or how difficult it would be to implement into your tool, but what would be quite useful is to have a function that can let the user edit the HUD and menu items (ie: HUD pictures/text, menu options, mouse pointer, etc).
    I'm planning it in future, but now there are most important things to do.
    Menu editing is simple. Open ListMenuHUD.uc and in default properties found MainMenu (for main menu), InMainMenu (in-game menu), MultiMenu (multiplayer menu), OptionsMenu (options menu). It in format of:
    InMainMenu.Add("Continue game");
    InMainMenuCmd.Add("continue");
    InMainMenu.Add("New game");
    InMainMenuCmd.Add("new");
    First line - text of menu item. Second - command for this item. You can delete both lines or edit text of the first one.
    Drawing HUD placed in GameHUD (GameModeHUD function). You can simple change pictures by changing parameters of DrawTextureXY (Texture2D'something') to Texture2D resources (right click on it in UDK and select Copy Full Name to Clipboard, then paste in text).
    Mouse pointer is in GameHUD, CursorTexture propertie. Default is Texture2D'EngineResources.Cursors.Arrow'.
    Last edited by rquester; 11-07-2011 at 11:13 AM.

  22. #22
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    Thanks for taking the time to reply with the info rquester, I'll be experimenting with it over the next few days... I'm a noob at unrealscript but trying to figure it all out and your program and help is very appreciated Thanks

  23. #23
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    rquester
    I have to say that I tried this out at version 1.6, It was pretty cool, I had the same error though about the TestGameInfo. I want to let you know that I am very impressed with the work you have done, and if I may, I would like to offer some ideas for you to add to this and increase its usefulness as an RPG framework.

    1: the cameras could use some updating. For one the third person camera should be freely rotatable and WSAD should be used to move in those directions relative to the camera. This would mean that "W" always turns and moves the player away from the camera, and "D" means always towards the camera.
    1a: Giving the designer an option to have a fixed camera, or camera type would be amazing. ISO, Side, Top Down, First, and Over the shoulder.
    1b: With the First and over the shoulder views, obviously the camera would not be rotatable, but maybe an option for them to go an ISO style with rotations would be cool too.
    1c: I think that the ISO and Top Down views could also have the options to have either;
    Mouse Move, WSAD or MMB rotates camera or Both, scroll zoom (this one could also give the option to WSAD move too?)
    Aim To Mouse, WSAD Moves based on rotation "D" backs up pawn, MMB or RMB rotates camera, scroll zoom
    Free mouse (for selecting etc), MMB rotates mouse, WSAD moves on camera ("D" always runs towards screen), scroll zoom
    1d: First or Over the shoulder would always aim towards crosshair, with a mouse for selecting/activating.
    1e: Side scroller would have a few options;
    Aim to mouse, Mouse also can select based on whats under it, E.G. target is over "enemy" it fires, over a switch or barrel or vehicle it activates it, normal scroller
    controls. "W" is up (ladder), "D" runs to the right.
    Fixed shot, free select mouse, normal controls - "E" activates.
    Or of course an option to blend them. Aim to mouse, E activates, normal controls otherwise.

    2: I disagree with the above posters that the mouse should go away altogether. i think that maybe a reverse trick could make everyone happy. E.G. You press RMB to make it appear, and you release RMB to select ot activate whatever is beneath it. This method could be applied for mostly the first person and the over the shoulder views. In ISO view, you would want this to be available all the time. Maybe someone doesn't want it even then, so an option to have it always or not always on screen would be useful.

    3: Dialog Kismet nodes... this would be AWESOME! there would need to be four nodes. One for the Start of the conversation (attached to the target speaker event node, Touched, Activated, Etc) one for the players possible questions, one for the targets responses, and one that ends it all "GOODBYE" or such. You could have the ConvoStart node attached to anything if you want just a coined response "Hello" whenever that target actor is selected or activated. From that you could have a PlayerResponseNode and a TargetResponseNode.
    T = target, P = Player
    The P activates the trigger for the T and it goes to the ConvoStartNode
    T = Hello
    That then goes to the P Response Node where he has been given 3 options; (3 outputs, or 1 that carries the number of the response, 3 would be better for visualization)
    P1 = Where is the hotel
    P2 = Where is the shop
    P3 = How are you
    Then it goes to the T response node(s)
    T1 = Its down Yorkshire rode to the left
    T2 = Follow the road strait behind me
    T3 = Im doing fine
    If the player selected P2 or P3, he gets answer T2 or T3 then it is set to loop back to the first three questions. If the player selected P1, he gets T1 as the answer then:
    P1 = Ok Goodbye! - Which goes to the end convo node.
    P2 = Oh, you mean by the dock?
    Then it goes to the Targets response node
    T2 = yes by the docks, goodbye! Which then goes to the end convo node.
    The designer can then link all of these back into one node for a his responses to those (maybe ask the same question again?) or branch off and have as many responses to each of those as he wants. if the designer isn't careful he could lose himself pretty quick. Drawing a picture of your convo ahead of time would be best lol! You could build on this and use the compare int, or bool, or float nodes to check if the player has enough faction, or charisma, or whatever, and if the player doesn't, he only gets a "Go AWAY" or something like that Target response node. you could really go anywhere with these four nodes really.

    Here is a visual example:



    Ok thats it for now! Will be more later!

    Thanks again for all this!
    Terry

  24. #24
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    Nickadimos, thank you.
    Dialogs are in plans (although without kismet, I think). Camera modes too, but in future. I think that main things for main genres must be created first.

  25. #25
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    I think kismet would be easiest for designers to implement.. thats how we learned to do it in storytelling.. especially when your designing a branching dialog, seeing it makes it easiest to create. If we do it in Kismet, adding or comparing those values to other variables would be easier too. All I know, if you make the four nodes, please send them to a brotha!

  26. #26
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    I think kismet would be easiest for designers to implement.
    Main problem of the kismet is too much redundant moves: you must place object, move it, then connect with other objects, then assign properties. It is very slow. And navigating through it is very uncomfortable.
    The editor designed specially for dialogs will more useful. And even simple text editing in script file can be easy enough for designers.
    I'm thinking about it now, but kismet is very bad decision. It is not ergonomically enough (too much redundant mouse movements and clicks).
    Last edited by rquester; 11-08-2011 at 06:48 PM.

  27. #27
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    New version was released (1.21)!
    1)Added RPG-parameters (binded for key C). With possibility to change parameters (enter - save, escape - cancel).
    2)Added HOWTO section to the filedesc.txt with information how change script (menu, images etc.)

    Download here:
    http://www.bludnikov.ru/eng.htm

  28. #28
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    How do you get those .kis files?
    Game Design Student - Full Sail University

  29. #29
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    Nickadimos,
    If you want to view kismet objects as text, select them and copy them to cliboard (Ctr-C) and paste (Ctrl-V) to text editor like notepad. If you want put them back, copy from editor (Ctl-A and then Ctrl-C) and paste in kismet by Ctrl-V.

  30. #30
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    NO WAY LOL HA Thanks!
    Game Design Student - Full Sail University

  31. #31
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    New version was released (1.22)!
    1)Added using mouse to the RPG-parameters (key C). Ok and reset buttons are present now.
    2)Now RPG-parameters are saved.

    Download here:
    http://www.bludnikov.ru/eng.htm

  32. #32
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    rquester:
    Did you get my PM?
    Game Design Student - Full Sail University

  33. #33
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    Nickadimos , only now. I doesn't see your code yet. But custom cameras will be in new FLCT version.

  34. #34
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    New version was released (1.23)!
    1)Added different cameras (sidescroller, strategy, topdown etc., switched by F1). You can select camera in generation time too (saved in options).
    2)Added AddExp function for adding experience and levelup functions.

    Download here:
    http://www.bludnikov.ru/eng.htm

  35. #35
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    New version was released (1.24)!
    1)Added select class dialog may appear when New Game is selected.
    2)Character parameters dialog may appear too.
    3)Show both dialogs or not is generation time option.

    Download here:
    http://www.bludnikov.ru/eng.htm

  36. #36
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    New version was released (1.25)!
    1)Added perks dialog (Dragon Age Origin style), called by P key. There are perk groups and many perks line for each.

    Download here:
    http://www.bludnikov.ru/eng.htm

  37. #37
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    Your doing a great job!
    Game Design Student - Full Sail University

  38. #38
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    Nickadimos , thank you

  39. #39
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    New version was released (1.26)!
    1)Now body with inventory doesn't disappear.
    2)Added perks-tree drawing (lines connecting related nodes).
    3)Added multilevel perks (many upgrade levels like in Dragon Age 2, current level/maximum level draws on icon).
    4)Now two or more perk windows supported (one for spells and second for warriors perks, for example).

    Download here:
    http://www.bludnikov.ru/eng.htm

  40. #40
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    New version was released (1.27)!
    1)Added traders (Enter - left/right, E - buy/sell).
    2)You can make trader buy Generate Enemy Pawn and select trader or can modify manually (istrader variable).

    Download here:
    http://www.bludnikov.ru/eng.htm


 
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