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  1. #441
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    Quote Originally Posted by Muuse View Post
    Here's another screenshot for you: ......
    Thank you veeeeeeery much Muuse. I really appreciate your help.

    Quote Originally Posted by Muuse View Post
    I noticed that the class tree was taking a bit of time. I think the more efficient way to do it will be to calculate the whole tree at first startup and cache it, and then only try to find changes from there on out. It seems that this is the way UnCodeX works.
    Am working on Class Tree.

    Quote Originally Posted by Muuse View Post
    And here's another request:
    An option to automatically reopen all the same files you had open when you closed the app last time.
    Maybe even at the same locations if it's not too difficult (i.e., the scroll positions). That way if I was messing with some function last time I closed the app, it will be the first thing I see next time and will help me remember what to do next.
    Sure thing. To reopen the same files is easy to do but the scroll position is something i need to think about.

    Quote Originally Posted by Muuse View Post
    Edit:
    Rearrange code tabs. I like to keep my own classes to the left, and open up Engine classes for study. When I create a new class it's stuck on the right and it annoys me
    I've added this but not sure why its not working. Need to dig in deeper.

    Quote Originally Posted by JUGGERNUT View Post
    why won't the white package viewer background change?
    Because it is a different component. Unfortunately i had to change the class tree so it wont change appearance from next release. I can add option to change colors if you want.

    @madaboutagmes: Sorry to hear you are having issues. For the flashlight to work you need to assign a keybind to it.

    Quote Originally Posted by madaboutagmes View Post
    How do i get the ammo to display correctly on the hud? (this is the same with the default udk hud)
    Is your default UDK HUD ammo count not working? And by the way in one of the future updates i'll improve the Unreal Script Wizard with more features....so be sure to check it out.

  2. #442
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    Thanks, ill try adding the binding for the flashlight. Yes the default ammo hud is exactly the same, i made the weapons and got them working a while back but thought when i get round to doing a custom hud i might be able to sort out the ammo count.

    I dont know much about code, but i have tried a few things but still no luck. Im sure its something to do with the utweaponplus class, as my other weapons which extend from utweapon - the ammo count is right. (just a thought)

    The wizard is a great starting point for those who know very little about code like me lol
    Last edited by madaboutagmes; 01-26-2013 at 06:32 AM. Reason: spelling

  3. #443

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    why i cannot use 64 bit compiler ??

  4. #444
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    Quote Originally Posted by ryanjon2040 View Post
    Because it is a different component. Unfortunately i had to change the class tree so it wont change appearance from next release. I can add option to change colors if you want.
    Yes please!
    Quote Originally Posted by Hitpawz View Post
    Glue a camera to the back of the bowl? Why would you want to make that kind of movie anyway? It's sick.

  5. #445
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    Quote Originally Posted by madaboutagmes View Post
    Thanks, ill try adding the binding for the flashlight. Yes the default ammo hud is exactly the same, i made the weapons and got them working a while back but thought when i get round to doing a custom hud i might be able to sort out the ammo count.

    I dont know much about code, but i have tried a few things but still no luck. Im sure its something to do with the utweaponplus class, as my other weapons which extend from utweapon - the ammo count is right. (just a thought)

    The wizard is a great starting point for those who know very little about code like me lol
    UTWeaponPlus was provided by another member here on UDK Forums. I'll contact him and let you know soon.

    Happy to know Wizard is helpful to you.

    Quote Originally Posted by ProfZ View Post
    why i cannot use 64 bit compiler ??
    You need to add UDK Path in Settings Menu. If you are using a licensed version of Unreal Engine and have a custom compiler then you can select that compiler for use in Settings Menu.

    Quote Originally Posted by JUGGERNUT View Post
    Yes please!
    Added.


  6. #446
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    a bug report
    half the time the process is still running in the background after exiting
    pressing exit from the menu or the x in top right corner makes no difference
    windows 7 64bit

    also if you click compile everything is greyed out and doesnt seem to want to let you do anything even after its finished compiling

    its pretty nice apart from that
    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

  7. #447
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    Quote Originally Posted by tegleg View Post
    a bug report
    half the time the process is still running in the background after exiting
    pressing exit from the menu or the x in top right corner makes no difference
    windows 7 64bit
    Its a known issue from v2.0 IIRC. I thought i fixed it in an earlier version but it seems it dont want to go away. But i wont give up..i want to know why it happens and i'll surely fix it sooner or later.

    Quote Originally Posted by tegleg View Post
    also if you click compile everything is greyed out and doesnt seem to want to let you do anything even after its finished compiling
    hmm..that shouldnt happen. Which version are you using? Did you had any compile errors/warnings?

  8. #448
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    the latest version
    no warnings or errors

    i closed the compile window myself after it had finished, something else i should do instead?
    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

  9. #449
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    Quote Originally Posted by tegleg View Post
    i closed the compile window myself after it had finished, something else i should do instead?
    After compile, check X-Editor Log Dock and see if it shows "All scripts compiled successfully.". If its there then the Ribbon should be enabled.

  10. #450
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    just tried it 3 times and it worked as it should
    the unreal compiler window opened the time it stayed greyed out, just now i didnt see that window
    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

  11. #451
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    Quote Originally Posted by tegleg View Post
    just tried it 3 times and it worked as it should
    the unreal compiler window opened the time it stayed greyed out, just now i didnt see that window
    The Unreal Compiler window is not supposed to show up . By the way are you compiling via Jumplist or from the ribbon? Anyway, am glad you got it working...

  12. #452
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    i pressed the compile button
    it was the first time i pressed it after installing and working on a few scripts i got the window open, not since.
    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

  13. #453
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    Quote Originally Posted by tegleg View Post
    i pressed the compile button
    it was the first time i pressed it after installing and working on a few scripts i got the window open, not since.
    Ok....If the Unreal Compile window pops up again try running Unreal X-Editor with admin rights.

  14. #454
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    [QUOTE=ryanjon2040;30924579]UTWeaponPlus was provided by another member here on UDK Forums. I'll contact him and let you know soon.

    Happy to know Wizard is helpful to you.

    "

    Cheers Look Forward to it

  15. #455
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    another little bug
    in the code explorer, whatever it is in green ends up all on 1 line on top of each other

    also it would be easier to read if you only had the function name, because you already have the function icons
    so instead of
    [function icon] simulated exec function bool this that the other ThisFunction()
    it would read
    [function icon] ThisFunction()

    also any chance of a find declaration thing, like in wotgreal?
    so you right click a variable or function or whatever and can find its source

    i do like using this ide
    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

  16. #456
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    Quote Originally Posted by tegleg View Post
    another little bug
    in the code explorer, whatever it is in green ends up all on 1 line on top of each other
    Can you please post a screenshot.

    Quote Originally Posted by tegleg View Post
    also it would be easier to read if you only had the function name, because you already have the function icons
    so instead of
    [function icon] simulated exec function bool this that the other ThisFunction()
    it would read
    [function icon] ThisFunction()
    You can disable the full name in code explorer via settings menu. Here is a screenshot. Simply disable it.



    Quote Originally Posted by tegleg View Post
    also any chance of a find declaration thing, like in wotgreal?
    so you right click a variable or function or whatever and can find its source
    I have this in mind. Sooner or later i'll do it.

    Quote Originally Posted by tegleg View Post
    i do like using this ide
    Am really happy to know it.

  17. #457
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    awesome thanks

    the problem is the class names drawing over the top of each other
    xeditor.jpg
    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

  18. #458
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    What have i to do to make it save hotkey config? I'm trying to change UDK Editor hotkey, coz during codding i accidentally press Shift+Enter numerous times, and sudden appearance of Editor drives me mad. But hotkey config is never saved, and after another launch of X-Editor it's Shift+Enter again.

  19. #459
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    Quote Originally Posted by tegleg View Post
    awesome thanks

    the problem is the class names drawing over the top of each other
    xeditor.jpg
    Ahhh that....Thanks tegleg. I fixed it

    Quote Originally Posted by lentinant View Post
    What have i to do to make it save hotkey config? I'm trying to change UDK Editor hotkey, coz during codding i accidentally press Shift+Enter numerous times, and sudden appearance of Editor drives me mad. But hotkey config is never saved, and after another launch of X-Editor it's Shift+Enter again.
    Sorry lentinant, i forgot to properly save it. Thank you for pointing that out. I fixed it.

  20. #460
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    "UTWeaponPlus was provided by another member here on UDK Forums. I'll contact him and let you know soon.

    Happy to know Wizard is helpful to you. "


    Any news yet ryanjon? would like to get my ammo count wrapped up for the Ghostship -

  21. #461

  22. #462

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    First I need to say that I use your editor every day and I love it.
    But I have a strange problem that started a while ago, its kinda simple to explain as it happens when I try to start your program.
    As soon as I try to start the editor it starts with the normal loadingscreen but when its @ 60% a popup says I have no UDK path. When I click that popup the settings is launched.
    Then it all crashes and when I try to send you the error-report that thing crashes aswell. It doesnt matter if I touch the popup or not it just crash every single time.

    I have tried to reinstall it a few times but it doesnt help, I also did a registry cleaning so nothing is left there from the program. But still the same problem.

    Do you have any idea what it might be?
    Its really sad I cant use the editor now

    //Sparven

  23. #463
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    Quote Originally Posted by ryanjon2040 View Post
    Sorry mate...He hasnt replied yet.
    Hi, I spent some time redoing the weapon class and extending it from utweapon. Managed to get the ammo reload working with your tutorial extending it from utweapon class. Only thing there is do you know how to display the clip count on the hud as well as the ammo count?

    The only problem i have run into which I am really stuck with is using the aim ironsights in my weapon. I have done the best i can merging the weapon plus class stuff and the default stuff but can not get it to aim. All compiles fine but when i press right mouse button nothing happens. Here is my code :

    Code:
    /**
    * Created using Unreal Script Wizard by RyanJon2040
    * Visit: www.dynamiceffects.net
    * Meet me on Facebook: www.facebook.com/satheeshpv
    */
    
    class PlasmaRifleV3 extends UTWeapon;
    
    var int ClipCount;  
    var int clips;
    var int MaxClips; //Maximum number of clips supported by this weapon
    var bool bIsReloading; //Boolean to check if the weapon is reloading
    var float ReloadTime; //Reload Time
    var (Animations) name WeaponReload; //Animation sequence name to play when weapon is reloading
    var(FirstPerson) vector    IronSightViewOffset;
    var(FirstPerson) vector    IronSightViewOffset1;
     
    var bool bHasIronSights;  
    var bool bUsingIronSights;
    var bool bExitISAfterShots;
    
    
    
    simulated function WeaponEmpty()
    { 
       //If the clips is greater than 0 and the weapon is not reloading then...
       if(clips > 0 && !bIsReloading)
       { 
          bIsReloading = true; //Set bIsReloading to true
          PlayReloadAnim(); //Call reload animation function
          SetTimer(ReloadTime, false, 'Reload'); //Set Timer for the reload animation
          return; //Exit this function
       } 
       super.WeaponEmpty(); 
    }
    
    simulated function PlayReloadAnim()
    {
        PlayWeaponAnimation(WeaponReload, ReloadTime);
    }
    
    //The function that we will call in MyInventoryManager.uc file
    simulated function AddClip(int clip)
    {
        //If clips is lesser than Maxclips then...
        if(clips < Maxclips)
        {
            clips = clips + clip; //Add a clip
            ClearTimer();
        }
        else
        {
            return;
        }
    }
    
    simulated function int IncreaseAmmo( int Amount )
    {
        AmmoCount = Clamp(AmmoCount + Amount,0,49);
            return AmmoCount;
    }
    
    //The function that will reload this weapon
    simulated function Reload()
    {
        bIsReloading = false; //Set bIsReloading to false
        clips = clips - 1; //Reduce 1 clip
        IncreaseAmmo(49); //Add the amount of ammo you want in your weapon
        ClearTimer();
    }
    simulated function StartFire(byte FireModeNum)
    {
    	local PlayerController plr;
    	plr = PlayerController(Instigator.Controller);
    
    	if(plr == none || bIsReloading) //You can't shoot while reloading
    		return;
    
    	super.StartFire(FireModeNum);
    }
    
    
    
    simulated function ExitIronSights()
    {
        PlayerViewOffset.Y = default.PlayerViewOffset.Y;
        PlayerViewOffset.Z = default.PlayerViewOffset.Z;
        PlayerViewOffset.X = default.PlayerViewOffset.X;
    
        bUsingIronSights = False;
        WeaponIdleAnims[0] = 'WeaponIdle';
    
        BobDamping = default.BobDamping;
    
        UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
    }
    
    simulated function EnterIronSights1()
    {
        WeaponIdleAnims[0] = 'WeaponIronSight_Idle';
        bUsingIronSights = True;
        PlayerViewOffset.Y = IronSightViewOffset1.Y;
        PlayerViewOffset.Z = IronSightViewOffset1.Z;
        PlayerViewOffset.X = IronSightViewOffset1.X;
    
     UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
        UTPawn(Owner).GroundSpeed *= 0.5;
    
        BobDamping = 0.8;
    }
    
    simulated function PutDownWeapon()
    {
        if (bIsReloading || bUsingIronSights)
        {
            return;
        }
        else
        {
            GotoState('WeaponPuttingDown');
        }
    }
    
    
     
    
    
      
    
        simulated function bool ShouldLagRot()
        {
            if (!bUsingIronsights)
            {
                return true;
            }
            return false;
            }
    
     
    
    
    defaultproperties
    {
        //bIsReloading = false
        clips = 3 //The number of clips that the player will have
        MaxClips = 8 //Maximum number of magazines that this weapon supports
    
        Begin Object class=AnimNodeSequence Name=MeshSequenceA
            bCauseActorAnimEnd=true
        End Object
    
    
    
    
    
    
    
        Begin Object Name=FirstPersonMesh
            SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
            FOV=70
            Animations=MeshSequenceA
            AnimSets(0)=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
            bForceUpdateAttachmentsInTick=True
            Scale=0.900000
        End Object
        WeaponReload =WeaponReload
        ReloadTime=2.5
        MaxAmmoCount=49 //IT IS VERY IMPORTANT TO SET THIS VALUE GREATER THAN AmmoCount
        AmmoCount=45
    
        Mesh=FirstPersonMesh
        //Other Misc Codes
    
    Begin Object Name=PickupMesh
            SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
            Scale=1.6
        End Object
    
    WeaponEquipSnd=SoundCue'GshipV2.musicbitz.PlasmaRifleFirePikupC'
        WeaponPutDownSnd=SoundCue'GshipV2.musicbitz.PlasmaRiflePutD'
        WeaponFireSnd(0)=SoundCue'GshipV2.musicbitz.PlasmaRifleFireC'
        WeaponFireSnd(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue'
    
        PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
    
        PivotTranslation=(Y=0.0)
    
        MuzzleFlashPSCTemplate=ParticleSystem'GshipV2.Particles.P_FX_Prifle_Primary_MF'
        MuzzleFlashLightClass=Class'UTLinkGunMuzzleFlashLight'
    
        InventoryGroup=5
    
        bInstantHit=True
        InstantHitDamage(0)=22
        InstantHitDamage(1)=0
        InstantHitMomentum(0)=22
        InstantHitMomentum(1)=0
        InstantHitDamageTypes(0)=Class'PlasmaRifleV3_Damage'
        InstantHitDamageTypes(1)=none
    
    WeaponFireTypes(1)=EWFT_None
        IronSightViewOffset1=(X=-5.5,Y=-8,Z=0.7)
    
     PlayerViewOffset=(X=0.300000,Y=0.00000,Z=0.000000)
    
        CrosshairImage=none
        CrossHairCoordinates=(U=384,V=0,UL=64,VL=64)
    
        FireInterval(0)=0.1
        FireInterval(1)=1
    
        //<DO NOT MODIFY>
        ArmsAnimSet=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
        DroppedPickupMesh=PickupMesh
        PickupFactoryMesh=PickupMesh
        AttachmentClass=Class'PlasmaRifleV3_Attach'
    
    
        //bReloadable=True
        bHasIronSights=True

    Any help would be really helpfull

  24. #464
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    no new version from one year! hope developing this tool continue.

    A feature I like to see is expressions and methods tips


  25. #465
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    Quote Originally Posted by Sparven View Post
    First I need to say that I use your editor every day and I love it.
    But I have a strange problem that started a while ago, its kinda simple to explain as it happens when I try to start your program.
    As soon as I try to start the editor it starts with the normal loadingscreen but when its @ 60% a popup says I have no UDK path. When I click that popup the settings is launched.
    Then it all crashes and when I try to send you the error-report that thing crashes aswell. It doesnt matter if I touch the popup or not it just crash every single time.

    I have tried to reinstall it a few times but it doesnt help, I also did a registry cleaning so nothing is left there from the program. But still the same problem.

    Do you have any idea what it might be?
    Its really sad I cant use the editor now

    //Sparven
    Hi Sparven...Download this console app and run it and see if it fixed the issue: http://dl.dropbox.com/u/56001981/UDK...asterReset.exe

    Quote Originally Posted by madaboutagmes View Post
    Hi, I spent some time redoing the weapon class and extending it from utweapon. Managed to get the ammo reload working with your tutorial extending it from utweapon class. Only thing there is do you know how to display the clip count on the hud as well as the ammo count?

    The only problem i have run into which I am really stuck with is using the aim ironsights in my weapon. I have done the best i can merging the weapon plus class stuff and the default stuff but can not get it to aim. All compiles fine but when i press right mouse button nothing happens. Here is my code :
    For the ironsights try adding this code in your StartFire function:
    Code:
    if (FireModeNum == 1 && bHasIronSights && PlayerViewOffset.Y >= default.PlayerViewOffset.Y)
            {
            
                EnterIronSights1();
                
            }
    
    simulated function EndFire( Byte FireModeNum )
        {
            if (FireModeNum == 1 && bUsingIronSights || (bReloadable && ClipCount == 0 && bUsingIronSights))
            {
                ExitIronSights();
                
            }
    
            Super.EndFire(FireModeNum);
        }
    For the hud can you post your code?

    Quote Originally Posted by Welliam View Post
    no new version from one year! hope developing this tool continue.
    Development status is active. Check the Wikipedia page or the Version History in my blog.

    I am working on the tooltips on methods and tips.

  26. #466

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    Quote Originally Posted by ryanjon2040 View Post
    Hi Sparven...Download this console app and run it and see if it fixed the issue: http://dl.dropbox.com/u/56001981/UDK...asterReset.exe
    It worked! Thanks a bunch, feels great being able to use this great editor again!
    And BTW, do you know what it was that got it f#¤ked up? So I dont do the same thing again ^^
    Last edited by Sparven; 02-04-2013 at 05:34 AM.

  27. #467
    MSgt. Shooter Person
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    Default

    Hi, thanks. Tried adding it into my fire state and get a compile error - line 124, Error, Bad or missing expression in parenthesis for following `::`

    Have i done it right?

    Here is my changed code :

    Code:
    /**
    * Created using Unreal Script Wizard by RyanJon2040
    * Visit: www.dynamiceffects.net
    * Meet me on Facebook: www.facebook.com/satheeshpv
    */
    
    class PlasmaRifleV3 extends UTWeapon;
    
    var int ClipCount;  
    var int clips;
    var int MaxClips; //Maximum number of clips supported by this weapon
    var bool bIsReloading; //Boolean to check if the weapon is reloading
    var float ReloadTime; //Reload Time
    var (Animations) name WeaponReload; //Animation sequence name to play when weapon is reloading
    var(FirstPerson) vector    IronSightViewOffset;
    var(FirstPerson) vector    IronSightViewOffset1;
     
    var bool bHasIronSights;  
    var bool bUsingIronSights;
    var bool bExitISAfterShots;
    
    
    
    simulated function WeaponEmpty()
    { 
       //If the clips is greater than 0 and the weapon is not reloading then...
       if(clips > 0 && !bIsReloading)
       { 
          bIsReloading = true; //Set bIsReloading to true
          PlayReloadAnim(); //Call reload animation function
          SetTimer(ReloadTime, false, 'Reload'); //Set Timer for the reload animation
          return; //Exit this function
       } 
       super.WeaponEmpty(); 
    }
    
    
    simulated function ExitIronSights()
    {
        PlayerViewOffset.Y = default.PlayerViewOffset.Y;
        PlayerViewOffset.Z = default.PlayerViewOffset.Z;
        PlayerViewOffset.X = default.PlayerViewOffset.X;
    
        bUsingIronSights = False;
        WeaponIdleAnims[0] = 'WeaponIdle';
    
        BobDamping = default.BobDamping;
    
        UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
    }
    
    simulated function EnterIronSights1()
    {
        WeaponIdleAnims[0] = 'WeaponIronSight_Idle';
        bUsingIronSights = True;
        PlayerViewOffset.Y = IronSightViewOffset1.Y;
        PlayerViewOffset.Z = IronSightViewOffset1.Z;
        PlayerViewOffset.X = IronSightViewOffset1.X;
    
     UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
        UTPawn(Owner).GroundSpeed *= 0.5;
    
        BobDamping = 0.8;
    }
    
    
    simulated function PlayReloadAnim()
    {
        PlayWeaponAnimation(WeaponReload, ReloadTime);
    }
    
    //The function that we will call in MyInventoryManager.uc file
    simulated function AddClip(int clip)
    {
        //If clips is lesser than Maxclips then...
        if(clips < Maxclips)
        {
            clips = clips + clip; //Add a clip
            ClearTimer();
        }
        else
        {
            return;
        }
    }
    
    simulated function int IncreaseAmmo( int Amount )
    {
        AmmoCount = Clamp(AmmoCount + Amount,0,49);
            return AmmoCount;
    }
    
    //The function that will reload this weapon
    simulated function Reload()
    {
        bIsReloading = false; //Set bIsReloading to false
        clips = clips - 1; //Reduce 1 clip
        IncreaseAmmo(49); //Add the amount of ammo you want in your weapon
        ClearTimer();
    }
    
    
    simulated function StartFire(byte FireModeNum)
    {
    	local PlayerController plr;
    	plr = PlayerController(Instigator.Controller);
    
    if (FireModeNum == 1 && bHasIronSights && PlayerViewOffset.Y >= default.PlayerViewOffset.Y)
            {
            
                EnterIronSights1();
                
            }
    
    
    	if(plr == none || bIsReloading) //You can't shoot while reloading
    		return;
    
    	super.StartFire(FireModeNum);
    }
    
    simulated function EndFire( Byte FireModeNum )
    {    
            if (FireModeNum == 1 && bUsingIronSights || (bReloadable && ClipCount == 0 && bUsingIronSights))
            {
                ExitIronSights();
                
            }
    
            Super.EndFire(FireModeNum);
        }
    
    
    
    simulated function PutDownWeapon()
    {
        if (bIsReloading || bUsingIronSights)
        {
            return;
        }
        else
        {
            GotoState('WeaponPuttingDown');
        }
    }
    
    
     
    
    
      
    
        simulated function bool ShouldLagRot()
        {
            if (!bUsingIronsights)
            {
                return true;
            }
            return false;
            }
    
     
    
    
    defaultproperties
    {
        //bIsReloading = false
        clips = 3 //The number of clips that the player will have
        MaxClips = 8 //Maximum number of magazines that this weapon supports
    
        Begin Object class=AnimNodeSequence Name=MeshSequenceA
            bCauseActorAnimEnd=true
        End Object
    
    
    
    
    
    
    
        Begin Object Name=FirstPersonMesh
            SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
            FOV=70
            Animations=MeshSequenceA
            AnimSets(0)=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
            bForceUpdateAttachmentsInTick=True
            Scale=0.900000
        End Object
        WeaponReload =WeaponReload
        ReloadTime=2.5
        MaxAmmoCount=49 //IT IS VERY IMPORTANT TO SET THIS VALUE GREATER THAN AmmoCount
        AmmoCount=45
    
        Mesh=FirstPersonMesh
        //Other Misc Codes
    
    Begin Object Name=PickupMesh
            SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
            Scale=1.6
        End Object
    
    WeaponEquipSnd=SoundCue'GshipV2.musicbitz.PlasmaRifleFirePikupC'
        WeaponPutDownSnd=SoundCue'GshipV2.musicbitz.PlasmaRiflePutD'
        WeaponFireSnd(0)=SoundCue'GshipV2.musicbitz.PlasmaRifleFireC'
        WeaponFireSnd(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue'
    
        PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
    
        PivotTranslation=(Y=0.0)
    
        MuzzleFlashPSCTemplate=ParticleSystem'GshipV2.Particles.P_FX_Prifle_Primary_MF'
        MuzzleFlashLightClass=Class'UTLinkGunMuzzleFlashLight'
    
        InventoryGroup=5
    
        bInstantHit=True
        InstantHitDamage(0)=22
        InstantHitDamage(1)=0
        InstantHitMomentum(0)=22
        InstantHitMomentum(1)=0
        InstantHitDamageTypes(0)=Class'PlasmaRifleV3_Damage'
        InstantHitDamageTypes(1)=none
    
    WeaponFireTypes(1)=EWFT_None
        IronSightViewOffset1=(X=-5.5,Y=-8,Z=0.7)
    
     PlayerViewOffset=(X=0.300000,Y=0.00000,Z=0.000000)
    
        CrosshairImage=none
        CrossHairCoordinates=(U=384,V=0,UL=64,VL=64)
    
        FireInterval(0)=0.1
        FireInterval(1)=1
    
        //<DO NOT MODIFY>
        ArmsAnimSet=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
        DroppedPickupMesh=PickupMesh
        PickupFactoryMesh=PickupMesh
        AttachmentClass=Class'PlasmaRifleV3_Attach'
    
    
        //bReloadable=True
        bHasIronSights=True

    And here is the code for my hud

    Code:
    /**
     * Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
     */
    class GSHUD extends utHUD;
    
    
    
    /**
     * Post render called after the scene has been rendered. Use Canvas to draw material, textures and text onto the
     * HUD.
     *
     * @network				Client
     */
    
    
    
    
    
    event PostRender()
    {
    	
    	Super.PostRender();
    
    	
    }
    
    
    
    
    defaultproperties
    {
    
    
    }
    I am using the classic hud at the moment with a custom design.

    Thanks for taing the time to give me some help much appreciated

  28. #468
    MSgt. Shooter Person
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    Default

    Hi, sorry forgot to add the reloading var, all working now, thanks very much

    Just the clip count on hud to sort now

  29. #469
    Skaarj
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    Default

    Okay, I got a few crashes in the beta version. I think it's due I was rushing to open the .uc files. Are you going to fix it anytime soon?

  30. #470
    MSgt. Shooter Person
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    Default

    Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor

  31. #471
    MSgt. Shooter Person
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    Default

    sorry I was absent, I will look at the code, try it, and fix it. It's been a long time since I have stopped doing anything with the udk but I will probably be able to provide a working code soon.

  32. #472
    MSgt. Shooter Person
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    Default

    Well, tried 3.1.2, this nasty bug with not saving hotkeys is still there.

  33. #473
    MSgt. Shooter Person
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    Default

    Ok so I tested the code I have at home and it is working perfectly, no warning during compile, you can sprint while holding "shift", the flashlight work too, the huds are showing properly and reload is working. Maybe your code is outdated... Do you want me to releasse it? It is juste a folder that you past in you udk folder and make remplace everything and then in the udk you set the gamemode at "mygame" and you will have the mk18 and a handgun working.
    Last edited by jx53; 02-08-2013 at 05:33 PM.

  34. #474
    MSgt. Shooter Person
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    Gamertag: madboutgames

    Default

    Hi Jx53

    That would be great, i used the wizard code and changed the necessary stuff, everything worked fine with a bit of tweaking with the exception of the flashlight and display of the clips, magazine etc. I tried alsorts to get them working but to no avail. I have since used the wizard to crate an extended utweapon class which worked fine with the hud and ammo display. Followed ryans tut on weapon releoad and got all that working fine. My last hurdle on the weapons side of it is how do display the magazine count on the hud. Now i have managed to sort aim and other functions i needed the weapons are ready except the magaine hud display count.

    Check a bit of the gameplay from my latest vid to see :



    I am not a coder, worked on games for years but code is not my bag, im more of an artist and designer. My determination for Ghosthip has led me to do everything myself, I have finished the alpha with exception of a few bugs i need to sort and a few over bits of code for saving and inventory and such. Once thats sorted i will have over 1 hours worth of gameplay to the point the player unlocks the free roam and can go where ever they like on the ship. I can spend days trying to work out something with the unrealscript side where somewone with more expereince would do it in half an hour lol. I am better putting my expereince and talents to evrything else in the game, so i will be putting this up on kick start as soon as i can get my alpha polished and finalised. The full ship interior (20 decks and a cargo hold - 3 decks are complete) will take me another 8 months to model, texture, design, animate and keep the gameflow and action.

    If you want to take a look at the code ive used for the weapons i have working, and the older ones which where extended from utweaponplus then pm me and i will send you the scripts. If no one else has had this problem then it something i must have f***d up along the way lol. It should be something and nothing. same as my enemies not playing there customs anims when bumping the player lol that is my other major problem i have wasted days on lol.

  35. #475
    MSgt. Shooter Person
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    I will upload my content first so you can look at the code and maybe see what is different in your's and fix the problem, I will pm you the link, if you cannot get it to work I will look at your code with pleasure. I may even make a new one easier to understand soon.

  36. #476
    Iron Guard
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    Default

    Quote Originally Posted by Krisars View Post
    Okay, I got a few crashes in the beta version. I think it's due I was rushing to open the .uc files. Are you going to fix it anytime soon?
    Did you submit the crash report? And when did it crash? I mean did it crashed when you double clicked on a uc file or when you opened one via Open Button?

    Quote Originally Posted by xdicer View Post
    Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor
    Did it showed anything in XEditor log window or output window?

    Quote Originally Posted by jx53 View Post
    sorry I was absent
    Good to have you back

    Quote Originally Posted by lentinant View Post
    Well, tried 3.1.2, this nasty bug with not saving hotkeys is still there.
    Which hotkey is not saving?

  37. #477
    MSgt. Shooter Person
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    Default

    Originally Posted by xdicer
    Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor
    Did it showed anything in XEditor log window or output window?
    Nah it completely appears to work fine no errors at all checked the logs no errors. But there is an error its just not recognising one.

    {Edit}
    Also getting this error alot. It takes me at least 3 times unless i'm really lucky before it will compile with out that error coming up.

    Error: Exception Occurred the process can not access the file C:\Users\Me\Documents\Unreal X-Editor\Console Output.txt because it's being use by another process:
    Last edited by xdicer; 02-17-2013 at 08:25 PM.

  38. #478
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    Quote Originally Posted by Sparven View Post
    It worked! Thanks a bunch, feels great being able to use this great editor again!
    And BTW, do you know what it was that got it f#¤ked up? So I dont do the same thing again ^^
    (Sorry mate, i didnt saw your post). The reason was somehow the config file got messed up so i deleted it.

    Quote Originally Posted by xdicer View Post
    Nah it completely appears to work fine no errors at all checked the logs no errors. But there is an error its just not recognising one.
    Please try running Unreal X-Editor with admin rights.

    Quote Originally Posted by xdicer View Post
    {Edit}
    Also getting this error alot. It takes me at least 3 times unless i'm really lucky before it will compile with out that error coming up.
    This is a known issue from v2.0 IIRC. I know this is a frustrating thing and i apologize for this issue. I will surely track it down and fix it ASAP.

  39. #479
    Redeemer
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    Hi, thanks for this software!

    There is a nasty little bug here: http://puu.sh/24AUD
    Changing the text color has no effect and it's always black, it works in the preview though.

    Edit: Well actually found the text saying I have to restart it.
    Might want to make it more noticeable or into a text box
    The fact that all other colors changed confused me

    Edit2: Ok, something that is driving me nuts, every time I try "ctrl + f" (find) and start typing I actually overwrites something in my code because the find box is not being focused! >:2
    And is there no "search in files..." function?
    Last edited by Saishy; 02-18-2013 at 07:19 PM.
    Lead Programmer
    It's the Only NEET Thing to Do

    Programming for non-fiction.
    I'm the function of my code. Conditions are my body and calls are my blood. I have input over a thousand lines. Unknown of bugs, nor known to work. Have withstand coffee to create many programs. Yet, those hands will never code anything again. So, as I pray, Unlimited Code Works.

  40. #480
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    Quote Originally Posted by Saishy View Post
    Edit2: Ok, something that is driving me nuts, every time I try "ctrl + f" (find) and start typing I actually overwrites something in my code because the find box is not being focused! >:2
    Its because if mouse hovers over any control (ie: Code area, treeviews etc) it will get focus. I did this as per request from another user. If you want i can make it as an option so you can disable it if you want.

    Quote Originally Posted by Saishy View Post
    And is there no "search in files..." function?
    Am working on an improved find dialog.


 
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