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  1. Hey, for me the Tutorial at...

    Hey, for me the Tutorial at https://sites.google.com/a/mavrikgames.com/home/tutorials/melee-weapons/melee-weapon-tutorial-part-1 to get a full working sword system for the player.
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    It will be nice, if you can show the piece of...

    It will be nice, if you can show the piece of code you used for navigation. For me, it was also difficult to get the navmesh part working, but for now it will work.

    So first, check your collision...
  3. I guess you have a basic misunderstanding of...

    I guess you have a basic misunderstanding of pawns and Controllers. As Spoof told you in your other thread a controller is the brain of an Pawn. The bots AND the player have a pawn. The only...
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    But what do you mean with users? The "user" or...

    But what do you mean with users? The "user" or possessor of each controller instance are a Pawn!
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    Please check the wiki.beyondunreal.com database...

    Please check the wiki.beyondunreal.com database to get all possible functions/variables for your game.

    Therefor, a PlayerController haven't have a location. You can get the location of your...
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    I don't know exactly the way unreal change the...

    I don't know exactly the way unreal change the LOD-Meshes, but are they working different like ChangeMesh(NeededLODMesh)?

    But Blade are right, with ForcedLodModel you can change the...
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    Yes, thats exactly the idea I'm trying to...

    Yes, thats exactly the idea I'm trying to explain. The navmesh can't be edited during runtime. But, as I said, you can handle moveable/inaccessable places with them, like moving bridges or something...
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    And why don't you code an extra Actor and create...

    And why don't you code an extra Actor and create a custom dynamic obstacle? Before the game begins, check all your custom actors and create an obstacle on his place. Next you create a function to...
  9. No, with your spawn-function you create an...

    No, with your spawn-function you create an instance (or an exact copy of your subclassed Pawn), so no need to sublcass it again. But if you wan't to have a bunch of new NPC's with different...
  10. Hmmm... I'm not quite sure what you are trying to...

    Hmmm... I'm not quite sure what you are trying to do and correct me if I'm wron, but you want to spawn some NPCs (during runtime) and if the player shoot, all the other NPCs should shoot?

    First...
  11. Well, hat's ridiculous. Can you tell me which UDK...

    Well, hat's ridiculous. Can you tell me which UDK version do you use? I only tried to make a log-entry but nothing happens...
  12. I know that this is an old thread, but can any...

    I know that this is an old thread, but can any one accomplish, that SeeMonster don't work? Now, for me SeePlayer works fine, but I can't get SeeMonster running.
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    You have to modify your AIController class within...

    You have to modify your AIController class within your state you want to check it. For example




    state Follow :
    {

    Begin:
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    Okay, I will have an imagine about your peace of...

    Okay, I will have an imagine about your peace of code, and it is good to know about collision. Thanks for that. In my opinion to hide your pawn isn't a good idea, because the SeePlayer/SeeMonster...
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    Hey lorendroll, thanks for your tutorial....

    Hey lorendroll,

    thanks for your tutorial. That's a great solution for me, because I have also have to deal with a huge amount of pawns. But nethertheless, I have one or two questions about your...
  16. Look at that: ...

    Look at that:

    http://www.moug-portfolio.info/index.php?page=actors-triggers
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    The LineofSightTo(target) will only work, if...

    The LineofSightTo(target) will only work, if there aren't any slightly hill between the pawn and your target. So you will run in some trouble if your terrain is higher but accessable.

    For me it...
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    I have basically the same code like you and I can...

    I have basically the same code like you and I can only see one difference.

    At


    class'NavMeshGoal_At'.static.AtActor( NavigationHandle, target,32 );


    you want to find a path to your Actor...
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    If you want to use an optional parameter, you...

    If you want to use an optional parameter, you have to define a default parameter. For example



    function GetReferences(out RPGGame RGame, optional out RPGController RControl = none, optional out...
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    DamageType questions

    Hey guys,

    I played a little bit with dealing damge in UDK and sublcass the DamageType-class from UDK. Now I have two questions:

    1. I have different attacking modes, like blunt,sharp, stabbing...
  21. Thread: Enemy Pawn AI

    by Arthr702
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    At first you have to create an AIController for...

    At first you have to create an AIController for your Pawn. In there you have to create a state maschine ( http://udn.epicgames.com/Three/UnrealScriptStates.html) where you have to define your...
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    After some test cases and searching on the...

    After some test cases and searching on the internet I used SpawnDefaultController() at PostBeginPlay(). But it doesn't work for me either.
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    Problem Controller/Possess

    Hey guy's,

    I have a weird problem with my Controller and the Possess-function. At the beginning of the game engine spawns a house and two pawns with an AI-Controller. They can Idle, walk, e.g.....
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    Okay.... But how do I implement the Scout class?...

    Okay.... But how do I implement the Scout class? I already have the Navigation-error (http://forums.epicgames.com/threads/908718-Navigation-Mesh-on-Terrain) and I red, that I have to extend my Pawn...
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    I created it in the ContentBrowser with the...

    I created it in the ContentBrowser with the ActorClasses to handle different setups with the same code.
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