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  1. #1
    MSgt. Shooter Person
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    Gamertag: The LOL Masta

    Question UDK Class Based Multiplayer (IE: Team Fortress, Dino D-Day)

    Hey there,
    I have been having a hard time get my head around a class based multiplayer system. What I want to happen is that just before you spawn a scaleform UI pops up and has several buttons on it, each that gives you a different pawn class and loadout, and to have separate classes for Red and Blue, like Dino D-Day. I can do scaleform and stuff but it's in the gametype class (UTGame) that I need a push with. How would I go about setting this up, if I had all the pawn classes set up?
    If you have any ideas please let me know,
    Cheers!

  2. #2
    Palace Guard
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    Jan 2010
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    Default

    I will give you some hints to get you started:
    -Derive from UTGame content, that should be the easiest for you.
    -You may want to prevent the automatic spawning of players (not bots!) at the beginning of the round and handle that manually when a player chose his class. Look up in GameInfo.uc how the spawning is done.
    -Different character classes can be realized by subclasses of UTFamilyInfo. UTPawn has a variable CurrCharClassInfo that references such a class and a function SetCharacterClassFromInfo that processes the data from the UTFamilyInfo and assigns it's mesh and material to the Pawn. You can extend that system to do more class-specific things.
    -Instead of using the UTFamilyInfos, you can also use different Pawn classes for each class. In that case will you want to take a look at GameInfo.SpawnDefaultPawnFor() and simply let it pick the appropriate Pawn class for what the specific Controller wants to spawn as.
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  3. #3
    MSgt. Shooter Person
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    Default

    Wow! Thanks man, your the best! This sounds like exactly what I needed to know. I'll try it out!

  4. #4

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    Hi... I am having the same problem pretty much and i'm just not understanding... I have my scaleform and when the map starts it shows up and lets me click on a banner for my two different teams. I've got it to where when I click one it closes the scaleform and all my hud and character shows up. I believe that when I start the map even though I can't see the player I believe he is already spawning. I have 1 player controller and 2 different pawn classes. I have a custom camera setup as well so that it is 3rd person perspective. I tried going with extending UTDeathMatch and such but it kills out my 3rd person perspective so the things you were talking about to look at isn't helping me unless there is a way around that. All I'd like it to do is depending on which team I click on with my scaleform button it spawns that pawn at a specific playerstart. I mean am I thinking about this in the right way? Do I need a familyinfo? I was trying to use assign controller through kismet linked to my fscommand with my scaleform buttons but even if I do that when a player dies it wouldn't know which player start to respawn and would randomly pick one i'm sure. Any help would be greatly appreciated!

  5. #5
    MSgt. Shooter Person
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    Hey AOTJ86,
    I still havnt attempted this yet, but I may have a solution to your camera problem. Try to localize your camera code to your Pawn and PlayerController classes only, or just automatically trigger the BehindView console command in the PostBeginPlay section of your Pawn class. Hope I helped


 

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