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  1. #1
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Posts
    453

    Default [PhysicAsset + Script] My Character Is Floating and wont come Down

    So i created my character and Scripted some code for it .

    But ingame , the character "floats" above ground , and just disappears when destroyed/killed. So No Rag-doll Effect Whatsoever

    I have checked His Physics asset And Every thing is Normal .

    WHY AM I Posting Here ? this is content creation not script

    actually i think i have to do something in script because my character is a UDKPawn not UTPawn So i might be doing something wrong.

    Character complete CODE :
    Code:
    class MM_Trooper extends UDKPawn
    	placeable;
    
    /**Color coding for pawns*/
    var(MassMayhem) int ColorCode;
    
    /**Side Coding for pawns*/
    var int SideCode;
    
    /**Used to give different sides Materials */
    var MaterialInterface FactionMaterials[2];
    
    
    simulated function PostBeginPlay()
    {
    	super.PostBeginPlay();
    	SetColors(ColorCode);
    	CreateInventory( class 'Bob.MM_Ar' , False );
    	self.SetPhysics(PHYS_Falling);
    }
    
    
    
    
    function SetColors(int ColorCodeNumber)
    {
    	if(ColorCode == 0)
    	{
    		Mesh.SetMaterial(0 , FactionMaterials[0]);
    		Mesh.SetMaterial(1 , FactionMaterials[0]);
    	}
    
    	if(ColorCode == 1)
    	{
    		Mesh.SetMaterial(0 , FactionMaterials[0]);
    		Mesh.SetMaterial(1 , FactionMaterials[0]);
    	}
    
    	if(ColorCode == 2)
    	{
    		Mesh.SetMaterial(0 , FactionMaterials[1]);
    		Mesh.SetMaterial(1 , FactionMaterials[1]);
    	}
    }
    
    
    DefaultProperties
    {
    	
        Begin Object Name=CollisionCylinder
    	CollisionHeight=+44.000000
        end object
        Begin Object class=SkeletalMeshComponent Name=MMSkeletalMesh
     	SkeletalMesh=SkeletalMesh'MassMayhem.SkeletalMesh.Trooper'
    	AnimSets(0)=AnimSet'MassMayhem.Anims.MM_anim_Human'
    	AnimTreeTemplate=AnimTree'MassMayhem.AnimTree.Human_Trooper'
    	PhysicsAsset=PhysicsAsset'MassMayhem.PhysicAsset.Trooper_Physics'
    	HiddenGame=false
    	HiddenEditor=FALSE
    	bOverrideAttachmentOwnerVisibility=true
    
        End Object
        Mesh=MMSkeletalMesh
        Components.Add(MMSkeletalMesh)
        bJumpCapable=false
        bCanJump=false
        GroundSpeed=300.0 
    	FactionMaterials[0] = Material'MassMayhem.Materials.Trooper_Material_RED'
    	FactionMaterials[1] = Material'MassMayhem.Materials.Trooper_Material_BLUE'
    
    	InventoryManagerClass = class'Bob.MM_InventoryManager'
    	ControllerClass = Class'Bob.MM_Trooper_AI'
    }
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  2. #2
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    Code:
    Begin Object Name=CollisionCylinder
    	CollisionHeight=+44.000000
        end object
    Change it to the appropriate height. You can use the Show Collision command to see the height.

    As for ragdoll, I believe that is defined in the UT classes, so you will need to setup the ragdoll on death stuff yourself.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.


 

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