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  1. #1

    Default My vehicle camera is at 45 degrees left when i enter

    My vehicle camera is at 45 degrees right ( topic title is wrong) when i enter it. How can i fix it? At camera menu the yaw ext degrees are at 0. Should i include smth to the code? Plz help

  2. #2
    Palace Guard
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  3. #3

    Default

    i get "CalcCamera conflicts with function UTgame.alfa8c.calccamera" error when i use the chase cam code

    Here is the full code
    Code:
    // lets exend SVehicle and make our own custom vehicle class
    
    class alfa8cfinal extends SVehicle;
     
    var() name CameraTag;  //declare variable for camera attach point
     
    //code section for camera 
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    {
         local vector SocketLoc;
         local rotator SocketRot;
         local rotator Rot;
     
         //get the location and rotation of the socket
         Mesh.GetSocketWorldLocationAndRotation(CameraTag, SocketLoc, SocketRot);
     
    // combine orientaton of socket with the mouse orientation
    Rot.Yaw = SocketRot.Yaw + Controller.Rotation.Yaw;
    Rot.Roll = SocketRot.Roll;
    Rot.Pitch = SocketRot.Pitch + Controller.Rotation.Pitch;
     
    // output transforms
    out_CamLoc = SocketLoc;
    out_CamRot = Rot;
     
    return true;
    }
    
    
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    {
    	local vector X, Y, Z;
    
        //this makes the camera stay with the vehicle
    	GetActorEyesViewPoint( out_CamLoc, out_CamRot );
    
    	    GetAxes(Rotation,X,Y,Z);
    
    	    // a bit behind
    		out_CamLoc = Location - 400 * X;
    		//up a bit
    		out_CamLoc.Z = Location.Z + 200;
    
        //camera rotation yaw = vehicle rotation yaw
    	out_CamRot.Yaw = Rotation.Yaw;
    	//  look down a bit
    	out_CamRot.Pitch = (-22.0f     *DegToRad) * RadToUnrRot;
    	//delete this line if you want the cam to roll with the vehicle
    	out_CamRot.Roll = 0;
    
    	return true;
    } 
    
    defaultproperties
    {
    
     
     //  parameters for player to flip vehicle
     UprightLiftStrength=280.0
     UprightTime=1.25
     UprightTorqueStrength=500.0
     bCanFlip=true
     
     bHasHandbrake=true
     GroundSpeed=1500   // max speed on ground
     AirSpeed=1700  // max speed in air
     HeavySuspensionShiftPercent=0.75f;
     
    // define the vehicle simulation
    Begin Object Class=UDKVehicleSimCar Name=SimObject
     
     WheelSuspensionStiffness=80.0  //how soft the suspension is
     WheelSuspensionDamping=3.0
     WheelSuspensionBias=0.1
     ChassisTorqueScale=0.0
     MaxBrakeTorque=5.0
     StopThreshold=100
     
     MaxSteerAngleCurve=(Points=((InVal=0,OutVal=45),(InVal=600.0,OutVal=15.0),(InVal=1100.0,OutVal=10.0),(InVal=1300.0,OutVal=6.0),(InVal=1600.0,OutVal=1.0)))
     SteerSpeed=110
     
     LSDFactor=0.0
     
     // The follow two parameters set the gear rangers (in rpm) and the torque produced per range
     TorqueVSpeedCurve=(Points=((InVal=-600.0,OutVal=0.0),(InVal=-300.0,OutVal=80.0),(InVal=0.0,OutVal=130.0),(InVal=950.0,OutVal=130.0),(InVal=1050.0,OutVal=10.0),(InVal=1150.0,OutVal=0.0)))
     EngineRPMCurve=(Points=((InVal=-500.0,OutVal=2500.0),(InVal=0.0,OutVal=500.0),(InVal=549.0,OutVal=3500.0),(InVal=550.0,OutVal=1000.0),(InVal=849.0,OutVal=4500.0),(InVal=850.0,OutVal=1500.0),(InVal=1100.0,OutVal=5000.0)))
     
     EngineBrakeFactor=0.025
     ThrottleSpeed=0.2
     WheelInertia=0.2
     NumWheelsForFullSteering=4
     SteeringReductionFactor=0.0
     SteeringReductionMinSpeed=1100.0
     SteeringReductionSpeed=1400.0
     bAutoHandbrake=true
     bClampedFrictionModel=true
     FrontalCollisionGripFactor=0.18
     ConsoleHardTurnGripFactor=1.0
     HardTurnMotorTorque=0.7
     
     SpeedBasedTurnDamping=20.0
     AirControlTurnTorque=40.0
     InAirUprightMaxTorque=15.0
     InAirUprightTorqueFactor=-30.0
     
     // Longitudinal tire model based on 10% slip ratio peak
     WheelLongAsymptoteSlip=2.0
     WheelLongAsymptoteValue=0.6
     
     // Lateral tire model based on slip angle (radians)
        WheelLatExtremumSlip=0.35     // 20 degrees
     WheelLatExtremumValue=0.9
     WheelLatAsymptoteSlip=1.4     // 80 degrees
     WheelLatAsymptoteValue=0.9
     
     bAutoDrive=false
     AutoDriveSteer=0.3
    End Object
     
    SimObj=SimObject
    Components.Add(SimObject)
    
    Begin Object Class=AudioComponent Name=ScorpionEngineSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineLoop'
    	End Object
    	EngineSound=ScorpionEngineSound
    	Components.Add(ScorpionEngineSound);
    
    	Begin Object Class=AudioComponent Name=ScorpionTireSound
    		SoundCue=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue'
    	End Object
    	TireAudioComp=ScorpionTireSound
    	Components.Add(ScorpionTireSound);
    
    
    	TireSoundList(0)=(MaterialType=Dirt,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue')
    	TireSoundList(1)=(MaterialType=Foliage,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireFoliage01Cue')
    	TireSoundList(2)=(MaterialType=Grass,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireGrass01Cue')
    	TireSoundList(3)=(MaterialType=Metal,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMetal01Cue')
    	TireSoundList(4)=(MaterialType=Mud,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMud01Cue')
    	TireSoundList(5)=(MaterialType=Snow,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireSnow01Cue')
    	TireSoundList(6)=(MaterialType=Stone,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireStone01Cue')
    	TireSoundList(7)=(MaterialType=Wood,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWood01Cue')
    	TireSoundList(8)=(MaterialType=Water,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWater01Cue')
    
    	WheelParticleEffects[0]=(MaterialType=Generic,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Scorpion_Wheel_Dust')
    	WheelParticleEffects[1]=(MaterialType=Dirt,ParticleTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Wheel_Rocks')
    	WheelParticleEffects[2]=(MaterialType=Water,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Scorpion_Water_Splash')
    	WheelParticleEffects[3]=(MaterialType=Snow,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Snow_Effects.P_Scorpion_Wheel_Snow')
    // Wheel squealing sound.
    	Begin Object Class=AudioComponent Name=ScorpionSquealSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Slide'
    	End Object
    	SquealSound=ScorpionSquealSound
    	Components.Add(ScorpionSquealSound);
    
    	CollisionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Collide'
    	EnterVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Start'
    	ExitVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Stop'
    SquealThreshold=0.1
    	SquealLatThreshold=0.02
    	LatAngleVolumeMult = 30.0
    	EngineStartOffsetSecs=2.0
    	EngineStopOffsetSecs=1.0
    ExplosionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Explode'
    
     
    // define the vehicle mesh, animation tree, and physics asset 
    Begin Object Name=SVehicleMesh
     SkeletalMesh=SkeletalMesh'alfa8cpackage.alfa8cfinal'
     AnimTreeTemplate=AnimTree'alfa8cpackage.AT_alfa8cfinal'
     PhysicsAsset=PhysicsAsset'alfa8cpackage.alfa8cfinal_Physics'
    End Object
     
    // define all the wheels 
    
    Begin Object Class=SVehicleWheel Name=FLWheel
     BoneName="Alfa_Whl_LHF"
     SkelControlName="Alfa_Whl_LHF_CTRL"
     WheelRadius=22
     SteerFactor=1.0
     LongSlipFactor=2.0
     LatSlipFactor=3.0
     HandbrakeLongSlipFactor=0.8
     HandbrakeLatSlipFactor=0.8
    End Object
    Wheels(0)=FLWheel
    
    Begin Object Class=SVehicleWheel Name=FRWheel
     BoneName="Alfa_Whl_RHF"
     SkelControlName="Alfa_Whl_RHF_CTRL"
     WheelRadius=22
     SteerFactor=1.0
     LongSlipFactor=2.0
     LatSlipFactor=3.0
     HandbrakeLongSlipFactor=0.8
     HandbrakeLatSlipFactor=0.8
    End Object
    Wheels(1)=FRWheel
     
    
     
    Begin Object Class=SVehicleWheel Name=RRWheel
     BoneName="Alfa_Whl_RHR"
     SkelControlName="Alfa_Whl_RHR_CTRL"
     WheelRadius=22
     bPoweredWheel=true
    End Object
    Wheels(2)=RRWheel
     
    Begin Object Class=SVehicleWheel Name=RLWheel
     BoneName="Alfa_Whl_LHR"
     SkelControlName="Alfa_Whl_LHR_CTRL"
     WheelRadius=22
     bPoweredWheel=true
    End Object
    Wheels(3)=RLWheel
     
    }
    Thanks in advance

  4. #4
    MSgt. Shooter Person
    Join Date
    Aug 2011
    Location
    UK
    Posts
    49

    Default

    At a guess you need to add the following line to your new calccamera function to override the existing one?

    Super.CalcCamera()
    Liam - Lion Core Games | Games With Grrrr! - fb/lioncoregames | @lioncoregames

  5. #5

    Default

    Quote Originally Posted by Lion Core Games View Post
    At a guess you need to add the following line to your new calccamera function to override the existing one?

    Super.CalcCamera()
    same error remains.

    edit: i just fixed it thanks a lot for the help


    ONE QUESTION: Where exactly should i tweak to make the camera angle almost the same as scorpions angle. Changing the camera angle at socket manager doesnt seem to work.

  6. #6


 

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