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Thread: Tutorial: An entire (very basic) UDK game

  1. #21
    Hourences
    Guest
    No it must be something simple somewhere. This kind of stuff doesn't break.

    Feel free to email me (me@hourences.com), or post here, the log file after having ran the game, entered the menu, and loaded the level.

    UTGame\Log\Launch.log

    you cant change levels using the open command with kismet if you arnt using the scripts you provided.
    The Open command should always work as far as I am aware, it's nothing fancy.

  2. #22
    Advoc
    Guest
    Just a little typo here, no big deal,
    Under Unrealscript and the .ini files subheading:
    Next up, we are going to make the game uses our new gametype and pawn as the default ones.
    I'm assuming you mean "make sure the game uses our new gametype...."

  3. #23
    wildicv
    Guest
    Here is the launch.log http://pastebin.com/f376df083
    Here is the launch_2.log http://pastebin.com/f23212b3b

  4. #24
    Hourences
    Guest
    Thanks Advoc.

    wildicv is your menu level called Testbed2, and your playable level Testbed? Because that one has no MG- prefix.

  5. #25
    wildicv
    Guest
    Yes TestBed2 is my menu and TestBed is my map. As i mentioned above im attempting to not use your scripts. My only script is my main which looks like this.

    Code:
    class main extends GameInfo;
    DefaultProperties
    {
    
    }
    I have also tried modifying the open command as follows

    Code:
    open TestBed.udk?game=DeathTouch.main

  6. #26
    InCharacter
    Guest
    If you look at Hourences' game info script, the default properties specify map prefixes, which control is used for the player, etc. You might just try adding in the prefix information into your script and see if that helps? I know you have removed all the UT scripts but if you still have them around, you could try deriving from UTDeathMatch and see if that helps as well. Just for a test.

    - Jared

  7. #27
    Hourences
    Guest
    Code:
    class MyGameInfo extends UTDeathmatch;
    
    defaultproperties
    {
    	Acronym="MG"	
    
    	MapPrefixes.Empty
    	MapPrefixes(0)="MG"
    
    	DefaultMapPrefixes.Empty
    	DefaultMapPrefixes(0)=(Prefix="MG",GameType="MyGame.MyGameInfo")
    
    	PlayerControllerClass=class'MyPlayerController'
    	DefaultPawnClass=class'MyPawn'
    
    	Name="Default__MyGameInfo"
    }

  8. #28
    wildicv
    Guest
    Yes I do have the UT scripts still on my computer. But I'm trying to get the same results without extending any UT script. if I extend the UT script it works flawlessly but trying to so the same without UT scripts.

  9. #29
    Mischa_Silden
    Guest

    Question Error

    Hi!
    When I try to make the full compile thing I get an error. Here is my log:

    Code:
    [COMMANDLET 'UDK.exe make -full' STARTED IN ''] marraskuu 12, 5:38 
    
    Init: Version: 5860
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 30 2009 13:16:54
    Init: Command line:  -full -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK.ini
    Init: Base directory: C:\UDK\UDK-2009-11\Binaries\Win32\
    Init: Character set: Unicode
    Log: Executing Class UnrealEd.MakeCommandlet
    --------------------Core - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\Core.u'
    --------------------Engine - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\Engine.u'
    --------------------GameFramework - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\GameFramework.u'
    --------------------UnrealEd - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\UnrealEd.u'
    --------------------UnrealScriptTest - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\UnrealScriptTest.u'
    --------------------IpDrv - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\IpDrv.u'
    --------------------Virgonix - Release--------------------
    Analyzing...
    Error, Superclass UTDeathmatch of class VirgonixInfo not found
    Error, Superclass UTPawn of class VirgonixPawn not found
    Error, Superclass UTPlayerController of class VirgonixPlayerController not found
    Compile aborted due to errors.
    
    Warning/Error Summary
    ---------------------
    Error, Superclass UTDeathmatch of class VirgonixInfo not found
    Error, Superclass UTPawn of class VirgonixPawn not found
    Error, Superclass UTPlayerController of class VirgonixPlayerController not found
    
    Failure - 3 error(s), 0 warning(s)
    Execution of commandlet took:  11.98 seconds
    
    [COMMANDLET 'UDK.exe make -full' FAILED] marraskuu 12, 5:39
    Here is my path to the classes folder:
    Code:
    C:\UDK\UDK-2009-11\Development\Src\Virgonix\Classes
    And here are the scripts:

    VirgonixInfo.uc
    Code:
    class VirgonixInfo extends UTDeathmatch;
    
    defaultproperties
    {
    	Acronym="MG"	
    
    	MapPrefixes.Empty
    	MapPrefixes(0)="MG"
    
    	DefaultMapPrefixes.Empty
    	DefaultMapPrefixes(0)=(Prefix="MG",GameType="Virgonix.VirgonixInfo")
    
    	PlayerControllerClass=class'VirgonixPlayerController'
    	DefaultPawnClass=class'VirgonixPawn'
    
    	Name="Default__VirgonixInfo"
    }
    VirgonixPawn.uc
    Code:
    class VirgonixPawn extends UTPawn;
    	
    simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
    {
    	local vector start, end, hl, hn;
    	local actor a;
    	
    	start = Location;
    	
    	if (Controller != none)
    	{
    		end = Location - Vector(Controller.Rotation) * 192.f;
    	}
    	else
    	{
    		end = Location - Vector(Rotation) * 192.f;
    	}
    	
    	a = Trace(hl, hn, end, start, false);
    	
    	if (a != none)
    	{
    		out_CamLoc = hl;
    	}
    	else
    	{
    		out_CamLoc = end;
    	}
    	
    	out_CamRot = Rotator(Location - out_CamLoc);
    	return true;
    }
    
    defaultproperties
    {
    	Begin Object Name=WPawnSkeletalMeshComponent
    		bOwnerNoSee=false
    	End Object
    	Name="Default__VirgonixPawn"
    }
    VirgonixPlayerController.uc
    Code:
    class VirgonixPlayerController extends UTPlayerController;
    	
    event Possess(Pawn inPawn, bool bVehicleTransition)
    {
    	Super.Possess(inPawn, bVehicleTransition);
    	SetBehindView(true);	
    }
    
    defaultproperties
    {
    	Name="Default__VirgonixPlayerController"
    }
    And yes, I have added the +EditPackages into the DefaultEngine.ini
    Code:
    [UnrealEd.EditorEngine]
    EditPackagesOutPath=..\..\UTGame\Script
    FRScriptOutputPath=..\..\UTGame\ScriptFinalRelease
    +EditPackages=Virgonix
    +EditPackages=OnlineSubsystemLive
    +EditPackages=OnlineSubsystemPC
    +EditPackages=UTGame
    +EditPackages=UTEditor
    +EditPackages=UTGameContent
    ;ModEditPackages=MyMod
    AutoSaveDir=..\..\UTGame\Autosaves
    InEditorGameURLOptions=?quickstart=1?numplay=1
    And the UTGame.ini Engine.GameInfo looks like this:
    Code:
    [Engine.GameInfo]
    DefaultGame=Virgonix.VirgonixInfo
    DefaultServerGame=Virgonix.VirgonixInfo
    bAdminCanPause=false
    MaxPlayers=32
    GameDifficulty=+1.0
    bChangeLevels=True
    MaxSpectators=2
    MaxIdleTime=+0.0
    MaxTimeMargin=+0.0
    TimeMarginSlack=+1.35
    MinTimeMargin=-1.0
    TotalNetBandwidth=32000
    MaxDynamicBandwidth=7000
    MinDynamicBandwidth=4000
    PlayerControllerClassName=UTGame.UTPlayerController
    As long as I'm aware, there is no errors in the filenames.

    Help me please, what have I done wrong?

  10. #30
    Kaldrick
    Guest

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