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  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Posts
    179

    Default fps arms in fps view

    hi everyone im just wondering if anyone knew how to add fps arms in the fps view but they dont start floating around when you see yourself in third person view
    zen_shen

  2. #2

    Default

    http://udn.epicgames.com/Three/Camer...icalGuide.html has some code for UDNPawn which makes the third person visible.. perhaps at the same time, make the first person invisible?


    Third Person Example
    Code:
    class UDNPawn extends UTPawn;
    
    //override to make player mesh visible by default
    simulated event BecomeViewTarget( PlayerController PC )
    {
       local UTPlayerController UTPC;
    
       Super.BecomeViewTarget(PC);
    
       if (LocalPlayer(PC.Player) != None)
       {
          UTPC = UTPlayerController(PC);
          if (UTPC != None)
          {
             //set player controller to behind view and make mesh visible
             UTPC.SetBehindView(true);
             SetMeshVisibility(UTPC.bBehindView);
          }
       }
    }

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Posts
    179

    Default

    thanks but i think its the opposite i want.........what i want that you can see fps arms in first person view but when you see bots or die or even go to third person that you dont see those arms flying around like its part of the gun.......because it will look weird to see your character with 4 arms
    zen_shen

  4. #4
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,221

    Default

    depends on the code base your working from if your using the UTGame code then the arms meshes/materials are set in the familyclass and they are called via the weapon code, not forgetting the arms need to have anims in the weapon package which match the weapon anims.

    if your starting from the UDKGame code then have fun
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  5. #5
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Posts
    179

    Default

    When you mean have fun do u mean good luck with that.........anyway i'm doing first option and i just want to ask that how did halo do theirs.......like you can see your feet and arms....battlefield 3 does......and why wont it add the fps arms automatically.....cause look at skyrim.....all the stuff th third person view does for example trip over if you switch to first person the camera moves like evrywhere cause he tripped........now not to make it complicated i just wanna know if you can add what halo did that you look down and you see feet and wherever you look you see your fps arms......now i've read earlier that theirs a mod of the camera view in udk....it called true fps....search it on youtube.....and download the classes....i did that on my old udk before i got the march 2012....and i discovered that the camera was assiggned to its head bone so it can see its arms and legs even chest.....but when you run around its hard to aim and theirs no accuracy and when you zoom through the iron sights and shoot....you see the bullets missing the target by miles.........so i'm wondering to maybe not change the camera position but add the fps bones which downloaded form udn to my weapon import it as one then assign it to my custom weapon class so that the players arms react to the animations of the fps arms in the weapon so you can see you players arms......i know it can be possible cause gears of war had your player doing animations while in game like when you have a incoming transmission or when you put your hands on your head when something explodes around you and even chainsaw kills but i'm not 100% sure about the chainsaw one cause it could have been added to the weapon class as a secondary fire
    Last edited by zen-tex; 05-23-2012 at 09:35 AM.
    zen_shen

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Posts
    179

    Default

    What would happen if we had custom animations and had the camera assigned to the head bone but the run animation doesnt make the player move alot just halo 3 animations that your player hardly moves his shoulders and slightly moves the gun and slightly moves back/spine not the default run animation in udk that your shoulders move around and your weapon is like a swinging baseball bat and the players back/spine is bending inward and outwards......if we manage to succeed on that wouldnt the player fps view move normally not crazy like the other mod.....
    zen_shen

  7. #7
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,221

    Default

    ok with out reading alll the halo/bf3 crud, the UDKGame code is there in place you just need to find it, i pointed where to look, if you want to have legs then do it the same way but don#t forget you'll have to call the anims somewhere
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 

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