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Type: Posts; User: DennyRocket

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  1. Replies
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    Helicopter + Source

    Helicopter + Source



    http://www.youtube.com/watch?v=ntgcjbUnRks&feature=player_detailpage

    Hey guys,

    since I am still getting tutorial requests regarding my helicopter project, I decided...
  2. Problem with Translucent Scaleform Materials

    Hey guys, I have a little problem with Scaleform in conjuntion with render2texture materials.

    We have serveral translucent materials that show scaleform movies, which runs fine. If they overlap...
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    mikepurvis is right, if I remember correctly, my...

    mikepurvis is right, if I remember correctly, my first steps were pretty similar. I just forced myself to bring in my custom classes that would not inherit vom UT. So I built my own game based on the...
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    Download UnCodeX and browse the code and the...

    Download UnCodeX and browse the code and the inheritance hierarchy. Read through Object and Actor and then through GameInfo, Pawn, Controller. That is definitely a good start.
  5. Well, you would need different GameInfos to...

    Well, you would need different GameInfos to handle Pawns, Controllers, Cams, Replication and stuff. Its the only clean way.

    In order to load a specific game mode, just make seperate maps for each...
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    You have to typecast the vector(b-a) to a rotator...

    You have to typecast the vector(b-a) to a rotator and set the Rotation variable with it.



    SetRotation(Rotator(LookAtTargetActor.Location - self.Location));


    Or something along those lines.
  7. Ok, last time, I hope. I will give you the...

    Ok, last time, I hope. I will give you the commented class that should do the work for you. I write comments, so you know which function has to be called in order for it to work.

    Before I start, I...
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    Wow, it's simply amazing!

    Wow, it's simply amazing!
  9. Hey, I suggest you open the server with -log and...

    Hey, I suggest you open the server with -log and check the state of the variable and if the functions get called correctly, you should do the same with your client. thats the only way to debug...
  10. Problems with scaleform player indicators

    Hey guys, I ran into a obnoxious problem.

    I wanted to integrate a simple player indicator above every pawn in the game world using scaleform. The problem is, that I failed with two approaches for...
  11. Hey, you have to change the variable on the...

    Hey, you have to change the variable on the server in order for it to be replicated via the repnotify pattern.

    So you have to change it via a server function like this



    reliable server...
  12. Well, that is what the dot product is for. You...

    Well, that is what the dot product is for. You can specify how much you have to center it on your screen in order to be able to "use" it.

    And even though tegleg is right with his vehicle thing,...
  13. Even though westclif's post is legit and should...

    Even though westclif's post is legit and should work, I would use another optimized approach.
    But before I start, here is what I don't like about it: It uses traces and projection every frame,...
  14. The easiest thing ist to make a subclass of the...

    The easiest thing ist to make a subclass of the PlayerReplicationInfo and add it to your GameInfo as PlayerReplicationInfoClass.

    add the following lines to it:



    var repnotify float Taking1;...
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    you just have to set the HUDType in your GameInfo...

    you just have to set the HUDType in your GameInfo like this:


    HUDType=class'YourPackage.theHUD'

    after that you can access the HUD in your PlayerController with a typecast


    theHUD(myHUD)
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    Looks like a basic network problem with UDK. I...

    Looks like a basic network problem with UDK.

    I guess that some stuff just exists on the server (in singleplayer you are the server too) and not on the client. Therefore it can't be accessed.
    ...
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    Use the FamiliyInfo that UT uses. Thats the way...

    Use the FamiliyInfo that UT uses. Thats the way to go.
  18. hey man, thanks for your help, but thats a pretty...

    hey man, thanks for your help, but thats a pretty similar setup to the one we have at the moment- and its not a very clean one...

    I actually wanted to know what is the difference in classes like...
  19. client/server functions on custom classes.

    Hey guys,

    in my last project I had a deep dive into networking in UDK and I think I reached a decent level of understanding. There is a little question left on my side though.

    Is there a way to...
  20. You could use SceneDepth...

    You could use SceneDepth as input for opacity or a mask. Or as mentioned above, the difference between world and camera position if you're object should be completely opace if you get close.
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    you have to put it in like this: ...

    you have to put it in like this:


    Spawn(class'ProjectileClass',,, SpawnLoc);
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    A very easy solution would be config files for...

    A very easy solution would be config files for every NPC. I think that config files are the only easily accessable files you wil get with UDK. It won't be the best solution obviously, but for...
  23. Hey, you should make a youtube video, nodody is...

    Hey, you should make a youtube video, nodody is going to downlaod a 4 day demo... well because nothing playable can be the result.

    If you have interesting stuff to show, then at least add a video,...
  24. I don't think that this will work via...

    I don't think that this will work via actionscript. The way to go should be dllbind. So you fire an event via scaleform and then route it to the .dll to open the browser.

    I could be wrong though....
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    As FTC said, it would be better to rewrite the vb...

    As FTC said, it would be better to rewrite the vb code you already have in c++. Then all you have to do is transfer data between UDK and your C++ dll.
    C++ is better anyways since you have to poll...
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