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  1. #41
    MSgt. Shooter Person
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    i have a problem with udk weapons tutorials :

    can you upload them somwhere else that fileplanet cause that is filtered in my region.
    mega upload and rapidshare maybe?

    and also i have looked up your tutorials on importing weapons in UT3 editor cause they said it wont be any different than UDK but it is and i dont get muc of it.

    i.e. :
    1- what is the program with the blue background to edit the scripts and where can i find it?
    2-which .uc file have you opened and are editing?
    3-some of the lines differ in the script i open (the weap_sockrifle ) and so i cant follow some of the parameter changes and edits that you said.
    4-after i am done with the editing , i copy the scripts to folder :\Development\Src\UTGame\Classes is this right?
    5-i dont get any script compiling thingy when i open UDK.
    6-obviously nothing works.

    thanks in advance.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  2. #42
    Marrow Fiend
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    1. its called conText use google to find it; you'll need the unrealscript highlighter aswell
    2.the files are UTAttachment_ShockRifle.uc and UTWeap_ShockRifle.uc these are now found in the Src\UTGameContent\Classes folder
    3. the code files have chaged/updated since i wrote the tutorial but the main lines are still there
    4. "NO" you need to create your own project folder set eg:-\Development\Src\UT40k\Classes
    5. you need to edit the DefaultEngine.ini and add you package name eg:-
    Code:
    [UnrealEd.EditorEngine]
    +EditPackages=UTGame
    +EditPackages=UTGameContent
    +EditPackages=UT40k
    6. make a simple change to your code file and save (add a blank line), then re_start your game or editor and it should ask to compile your scripts

    sorry but i won#t upload to those filesharers as i've had problems with them before, you may still find my UT3 tutorials at www.filefront.com user geodav these show the principles which are the same why to get the content in game
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  3. #43
    MSgt. Shooter Person
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    thanks .very clearly.now i understand.i will try these out and report the results.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  4. #44
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    ok no luck.i get nothing.but remember that i edited the scripts using notepad.does that make a differance?
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  5. #45
    Marrow Fiend
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    i get nothing
    meaning it doesn't ask to compile !!!!!!
    make sure you remove the write protect from the DefaultEngine.ini file before you edit it
    delete the UDKEngine.ini file then re start

    using notepad "should" be ok not sure but make sure it saves the files as .uc and in the unicode format
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #46
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    i deleted UDKEngine.ini and restarted but no compile.
    i mean even if i did the weapon scripts wrong i should have got the compiles casue i modified DefaultEngine.ini as suggested.i still get nothing though.

    please help me.

    btw , anyone kind enough to download the UDK weapons video tutorial from filesplanet.com and upload it elsewhere?
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  7. #47
    Marrow Fiend
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    please show your DefaultEngine.ini file and your folder set-up, to me it sounds like something isn't set right
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  8. #48
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    [Configuration]
    BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini

    [URL]
    MapExt=udk

    ; todo: Switch the following after UDK Scaleform front end is completed
    ;Map=UDKFrontEnd.udk
    ;LocalMap=UDKFrontEnd.udk
    Map=UTFrontEnd.udk
    LocalMap=UTFrontEnd.udk

    TransitionMap=EnvyEntry.udk
    EXEName=UTGame.exe
    DebugEXEName=DEBUG-UTGame.exe

    [Engine.DemoRecDriver]
    DemoSpectatorClass=UTGame.DemoRecSpectator

    [UnrealEd.EditorEngine]
    +EditPackages=UTGame
    +EditPackages=UTGameContent

    [Engine.Engine]
    ConsoleClassName=UTGame.UTConsole
    ScoutClassName=UTGame.UTScout
    GameViewportClientClassName=UTGame.UTGameViewportC lient
    DefaultPostProcessName=FX_HitEffects.UTPostProcess _Console
    AllowNvidiaStereo3d=True

    [Engine.PackagesToAlwaysCook]
    +Package=EnvyEntry

    ; todo: Remove the following after UDK Scaleform front end is completed
    +Package=UTFrontEnd

    [Engine.StartupPackages]
    +Package=FX_HitEffects

    [Engine.PackagesToForceCookPerMap]
    ; todo: Remove the following after UDK Scaleform front end is completed
    ; -----
    .Map=UTFrontEnd
    .Package=UI_Scenes_Mutators
    .Package=UI_FrontEnd_Art
    .Package=UI_Portrait
    .Package=UI_Scenes_ChrisBLayout
    .Package=UI_Scenes_FrontEnd
    .Package=UI_Scenes_Common
    .Package=UI_Skin_Derived
    .Package=UI_Skins
    ; -----

    [Engine.DataStoreClient]
    +GlobalDataStoreClasses=UTGame.UTUIDataStore_Strin gAliasMap
    +PlayerDataStoreClassNames=UTGame.UTUIDataStore_St ringAliasBindingsMap
    +GlobalDataStoreClasses=UTGame.UTUIDataStore_Strin gList
    +GlobalDataStoreClasses=UTGame.UTUIDataStore_Optio ns
    +GlobalDataStoreClasses=UTGame.UTUIDataStore_MenuI tems
    +GlobalDataStoreClasses=UTGame.UTDataStore_GameSet tingsDM
    +GlobalDataStoreClasses=UTGame.UTDataStore_GameSea rchDM

    [Engine.UIDataStore_OnlinePlayerData]
    ProfileSettingsClassName=UTGame.UTProfileSettings

    [Windows.StandardUser]
    MyDocumentsSubDirName=Unreal Tournament 3

    [ConfigCoalesceFilter]
    +FilterOut=UTEditorKeyBindings.ini
    +FilterOut=UTEditorUserSettings.ini

    [FullScreenMovie]
    +StartupMovies=UT_loadmovie2
    +LoadMapMovies=UT_loadmovie2

    [UnrealEd.EditorEngine]
    +EditPackages=UTGame
    +EditPackages=UTGameContent
    +EditPackages=Test


    this is the contents of my defaultengine.ini
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  9. #49
    Marrow Fiend
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    first when posting stuff like that go into advance mode and use the code tags (# button)

    secound in my post number 42 i wrote this
    5. you need to edit the DefaultEngine.ini and add you package name eg:-

    [UnrealEd.EditorEngine]
    +EditPackages=UTGame
    +EditPackages=UTGameContent
    +EditPackages=UT40k
    notice the line in blue, you need to add a line +EditPackages=yourgamename
    where yourgamename is the name of your code package i use UT40k as thats the name of my game.

    you need to add the line "in" the [UnrealEd.EditorEngine] section and not paste it in at the bottom of the file
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  10. #50
    MSgt. Shooter Person
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    i will try it out.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  11. #51
    MSgt. Shooter Person
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    i did and i had a check assets notification on UDK startup ,but no gun.you know if i could access the UDK weapons tutorial trhis would have been so easy.please send it to me by email or some other sort of communication.

    thanks.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  12. #52
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    the video tutorial for all this will help out.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  13. #53
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    as mentioned i'm not willing to host my video's at various hosts just so a few people can access them.

    if you follow what i wrote in my posts you wouldn't have these problems.
    make sure your weapon package (upk) is in the correct folder set
    make sure you code files are in the correct folder set
    make sure you have edited the DefaultEngine.ini file correctly

    as you last resort start the UnrealFrontend.exe and do a full re compile

    I'm sorry that your place blocks FilePlanet but i can't help that
    Last edited by geodav; 08-18-2010 at 01:31 PM.
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  14. #54
    MSgt. Shooter Person
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    well everything is as you said at the tutorial (no offense , but it wasn't very clear) at i still get no compile and i have every thing set up.i am just disappointed that i cant have the the video tutorials.i cant understand your problem with file sharers but hey its not any of my business.And also let me notify you that the only tutorial for custom weapons IS IN FACT GEODAV'S AWESOME TUTORIALS ! frankly i didn't see anything awesome unless there is proper support.
    thanks for the info.
    but another question : how can i build my own AI for bots?
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  15. #55
    Marrow Fiend
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    no idea as i've never touched them
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  16. #56
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    ok i partially solved my weapon problem.UDK now recognizes the weapon .the problem was that i was adding the scripts in for UDK 06 release but i was runnig the 04 version so i didnt get any changes lol.
    but now at the compile i get these warnings:

    Code:
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTAttachment_SAW.uc<119> : Warning, ObjectProperty Engine.SkeletalMeshComponent:SkeletalMesh: uresolved preferance to 'SkeletalMesh' WP_SAW.Mesh.SK_WP_SAW_3p''
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTAttachment_SAW.uc<119> : Warning, invalid property value in defaults:                 SkeletalMesh=SkeletalMesh;WP_SAW.Mesh.SK_WP_SAW_3P'
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<316> : Warning, ObjectProperty Engine.SkeletalMeshcomponent :SkeletalMesh: unresolved reference to 'SkeletalMesh'WP_SAW.Mesh.SK_SAW_1P''
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<316> : Warning, invalid property value in defaults:                 SkeletalMesh=SkeletalMesh;WP_SAW.Mesh.SK_WP_SAW_1P'
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<317> : Warning, ObjectProperty Engine.SkeletalMeshComponent:AnimSets.AnimSets: unresolved reference to 'AnimSet'IdleState''
    C:\UDK\UDK-2010-6\developement\src\test\classe\UTWeap_SAW.uc<317> : Warning, invalid property value in defaults:         AnimSets<0>=AnimSet'IdleState'
    man its over.hope MSdos had copy paste !
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  17. #57
    Marrow Fiend
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    ok again that looks like a folder problem, make sure your content folder setup is correct, those errors mean it can't find your content packages

    here's an example
    [IMG] Uploaded with ImageShack.us[/IMG]

    this is for the enviroments folder but your weapon folder should look simular
    Last edited by geodav; 08-20-2010 at 02:44 PM.
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  18. #58
    MSgt. Shooter Person
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    My scripts are in folder : ...\development\src\test\
    where should my weapon package be?it is currently in the weapons folder in UDKgame content with all the other weapons.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  19. #59
    Marrow Fiend
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    i advise making a new folder set for your content, in your case
    ...\UDKGame\Content\test\Content\Weapons
    and then place your package in the new weapons folder
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  20. #60
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    i moved my scripts and content there but no luck.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  21. #61
    Marrow Fiend
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    no dont move your scripts just the content packages

    if you don't take the time to set up your UDK project properly then you'll never get it to work

    your code files go into the \Development\Src\test\Classes folder
    your content files go into the UDKGame\Content\test\Content\Weapons

    its not hard to work out
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  22. #62
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    Quote Originally Posted by U F O View Post
    ok here are my scripts.if you see where the error is please notify me.

    UTWeap_M41
    Code:
    /**
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    class UTWeap_M41 extends UTWeap_ShockRifleBase;
    
    // AI properties (for shock combos)
    var UTProj_ShockBall ComboTarget;
    var bool bRegisterTarget;
    var bool bWaitForCombo;
    var vector ComboStart;
    
    var bool bWasACombo;
    var int CurrentPath;
    //-----------------------------------------------------------------
    // AI InterFface
    function float GetAIRating()
    {
    	local UTBot B;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) || Pawn(B.Focus) == None )
    		return AIRating;
    
    	if ( bWaitForCombo )
    		return 1.5;
    	if ( !B.ProficientWithWeapon() )
    		return AIRating;
    	if ( B.Stopped() )
    	{
    		if ( !B.LineOfSightTo(B.Enemy) && (VSize(B.Enemy.Location - Instigator.Location) < 5000) )
    			return (AIRating + 0.5);
    		return (AIRating + 0.3);
    	}
    	else if ( VSize(B.Enemy.Location - Instigator.Location) > 1600 )
    		return (AIRating + 0.1);
    	else if ( B.Enemy.Location.Z > B.Location.Z + 200 )
    		return (AIRating + 0.15);
    
    	return AIRating;
    }
    
    
    /**
    * Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
    * @returns position of trace start for instantfire()
    */
    simulated function vector InstantFireStartTrace()
    {
    	return GetPhysicalFireStartLoc();
    }
    
    function SetComboTarget(UTProj_ShockBall S)
    {
    	if ( !bRegisterTarget || (UTBot(Instigator.Controller) == None) || (Instigator.Controller.Enemy == None) )
    		return;
    
    	bRegisterTarget = false;
    	bWaitForCombo = true;
    	ComboStart = Instigator.Location;
    	ComboTarget = S;
    	ComboTarget.Monitor(UTBot(Instigator.Controller).Enemy);
    }
    
    function float RangedAttackTime()
    {
    	local UTBot B;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) )
    		return 0;
    
    	if ( B.CanComboMoving() )
    		return 0;
    
    	return FMin(2,0.3 + VSize(B.Enemy.Location - Instigator.Location)/class'UTProj_ShockBall'.default.Speed);
    }
    
    function float SuggestAttackStyle()
    {
    	return -0.4;
    }
    
    simulated function StartFire(byte FireModeNum)
    {
    	if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
    	{
    		if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
    			bWaitForCombo = false;
    		else
    			return;
    	}
    	Super.StartFire(FireModeNum);
    }
    
    function DoCombo()
    {
    	if ( bWaitForCombo )
    	{
    		bWaitForCombo = false;
    		if ( (Instigator != None) && (Instigator.Weapon == self) )
    		{
    			StartFire(0);
    		}
    	}
    }
    
    function ClearCombo()
    {
    	ComboTarget = None;
    	bWaitForCombo = false;
    }
    
    /* BestMode()
    choose between regular or alt-fire
    */
    function byte BestMode()
    {
    	local float EnemyDist;
    	local UTBot B;
    
    	bWaitForCombo = false;
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) )
    		return 0;
    
    	if (B.IsShootingObjective())
    		return 0;
    
    	if ( !B.LineOfSightTo(B.Enemy) )
    	{
    		if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
    		{
    			bWaitForCombo = true;
    			return 0;
    		}
    		ComboTarget = None;
    		if ( B.CanCombo() && B.ProficientWithWeapon() )
    		{
    			bRegisterTarget = true;
    			return 1;
    		}
    		return 0;
    	}
    
    	EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
    
    	if ( (EnemyDist > 4*class'UTProj_ShockBall'.default.Speed) || (EnemyDist < 150) )
    	{
    		ComboTarget = None;
    		return 0;
    	}
    
    	if ( (ComboTarget != None) && !ComboTarget.bDeleteMe && B.CanCombo() )
    	{
    		bWaitForCombo = true;
    		return 0;
    	}
    
    	ComboTarget = None;
    
    	if ( (EnemyDist > 2500) && (FRand() < 0.5) )
    		return 0;
    
    	if ( B.CanCombo() && B.ProficientWithWeapon() )
    	{
    		bRegisterTarget = true;
    		return 1;
    	}
    
    	// consider using altfire to block incoming enemy fire
    	if (EnemyDist < 1000.0 && B.Enemy.Weapon != None && B.Enemy.Weapon.Class != Class && B.ProficientWithWeapon())
    	{
    		return (FRand() < 0.3) ? 0 : 1;
    	}
    	else
    	{
    		return (FRand() < 0.7) ? 0 : 1;
    	}
    }
    
    // for bot combos
    simulated function Projectile ProjectileFire()
    {
    	local Projectile p;
    
    	p = Super.ProjectileFire();
    	if (UTProj_ShockBall(p) != None)
    	{
    		SetComboTarget(UTProj_ShockBall(P));
    	}
    	return p;
    }
    
    simulated function rotator GetAdjustedAim( vector StartFireLoc )
    {
    	local rotator ComboAim;
    
    	// if ready to combo, aim at shockball
    	if (UTBot(Instigator.Controller) != None && CurrentFireMode == 0 && ComboTarget != None && !ComboTarget.bDeleteMe)
    	{
    		// use bot yaw aim, so bots with lower skill/low rotation rate may miss
    		ComboAim = rotator(ComboTarget.Location - StartFireLoc);
    		ComboAim.Yaw = Instigator.Rotation.Yaw;
    		return ComboAim;
    	}
    
    	return Super.GetAdjustedAim(StartFireLoc);
    }
    
    simulated state WeaponFiring
    {
    	/**
    	 * Called when the weapon is done firing, handles what to do next.
    	 */
    	simulated event RefireCheckTimer()
    	{
    		if ( bWaitForCombo && (UTBot(Instigator.Controller) != None) )
    		{
    			if ( (ComboTarget == None) || ComboTarget.bDeleteMe )
    				bWaitForCombo = false;
    			else
    			{
    				StopFire(CurrentFireMode);
    				GotoState('Active');
    				return;
    			}
    		}
    
    		Super.RefireCheckTimer();
    	}
    }
    
    simulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent)
    {
    	local ImpactInfo II;
    	II = Super.CalcWeaponFire(StartTrace, EndTrace, ImpactList, Extent);
    	bWasACombo = (II.HitActor != None && UTProj_ShockBall(II.HitActor) != none );
    	return ii;
    }
    
    function SetFlashLocation( vector HitLocation )
    {
    	local byte NewFireMode;
    	if( Instigator != None )
    	{
    		if (bWasACombo)
    		{
    			NewFireMode = 3;
    		}
    		else
    		{
    			NewFireMode = CurrentFireMode;
    		}
    		Instigator.SetFlashLocation( Self, NewFireMode , HitLocation );
    	}
    }
    
    
    simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
    {
    	local float PathValues[3];
    	local int NewPath;
    	Super.SetMuzzleFlashparams(PSC);
    	if (CurrentFireMode == 0)
    	{
    		if ( !bWasACombo )
    		{
    			NewPath = Rand(3);
    			if (NewPath == CurrentPath)
    			{
    				NewPath++;
    			}
    			CurrentPath = NewPath % 3;
    
    			PathValues[CurrentPath % 3] = 1.0;
    			PSC.SetFloatParameter('Path1',PathValues[0]);
    			PSC.SetFloatParameter('Path2',PathValues[1]);
    			PSC.SetFloatParameter('Path3',PathValues[2]);
    		}
    		else
    		{
    			PSC.SetFloatParameter('Path1',1.0);
    			PSC.SetFloatParameter('Path2',1.0);
    			PSC.SetFloatParameter('Path3',1.0);
    		}
    	}
    	else
    	{
    		PSC.SetFloatParameter('Path1',0.0);
    		PSC.SetFloatParameter('Path2',0.0);
    		PSC.SetFloatParameter('Path3',0.0);
    	}
    
    }
    
    simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
    {
    	if (FireModeNum>1)
    	{
    		Super.PlayFireEffects(0,HitLocation);
    	}
    	else
    	{
    		Super.PlayFireEffects(FireModeNum, HitLocation);
    	}
    }
    
    defaultproperties
    {
    	// Weapon SkeletalMesh
    	Begin Object class=AnimNodeSequence Name=MeshSequenceA
    	End Object
    
    	// Weapon SkeletalMesh
    	Begin Object Name=FirstPersonMesh
    		SkeletalMesh=skeletalmesh M41-A
    		AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
    		Animations=MeshSequenceA
    		Rotation=(Yaw=-16384)
    		FOV=60.0
    	End Object
    
    	AttachmentClass=class'01_ActualGame.UTAttachment_M41'
    
    	Begin Object Name=PickupMesh
    		SkeletalMesh=skeletalmesh M41-A
    	End Object
    
    	InstantHitMomentum(0)=+60000.0
    
    	WeaponFireTypes(0)=EWFT_InstantHit
    	WeaponFireTypes(1)=EWFT_Projectile
    	WeaponProjectiles(1)=class'UTProj_ShockBall'
    
    	InstantHitDamage(0)=45
    	FireInterval(0)=+0.77
    	FireInterval(1)=+0.6
    	InstantHitDamageTypes(0)=class'UTDmgType_ShockPrimary'
    	InstantHitDamageTypes(1)=None
    
    	WeaponFireSnd[0]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_FireCue'
    	WeaponFireSnd[1]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue'
    	WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
    	WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'
    	PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
    
    	MaxDesireability=0.65
    	AIRating=0.65
    	CurrentRating=0.65
    	bInstantHit=true
    	bSplashJump=false
    	bRecommendSplashDamage=false
    	bSniping=true
    	ShouldFireOnRelease(0)=0
    	ShouldFireOnRelease(1)=1
    
    	ShotCost(0)=1
    	ShotCost(1)=1
    
    	FireOffset=(X=20,Y=5)
    	PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)
    
    	AmmoCount=20
    	LockerAmmoCount=20
    	MaxAmmoCount=40
    
    	FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
    
    	WeaponFireAnim(1)=WeaponAltFire
    
    	MuzzleFlashSocket=MF
    	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
    	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
    	MuzzleFlashColor=(R=200,G=120,B=255,A=255)
    	MuzzleFlashDuration=0.33
    	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
    	CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
    	LockerRotation=(Pitch=32768,Roll=16384)
    
    	IconCoordinates=(U=728,V=382,UL=162,VL=45)
    
    	WeaponColor=(R=160,G=0,B=255,A=255)
    
    	InventoryGroup=4
    	GroupWeight=0.5
    
    	IconX=400
    	IconY=129
    	IconWidth=22
    	IconHeight=48
    
    	Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
    		Samples(0)=(LeftAmplitude=90,RightAmplitude=40,LeftFunction=WF_Constant,RightFunction=WF_LinearDecreasing,Duration=0.1200)
    	End Object
    	WeaponFireWaveForm=ForceFeedbackWaveformShooting1
    }
    UTAmmo_m41
    Code:
    /**
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    class UTAmmo_M41 extends UTAmmoPickupFactory;
    
    defaultproperties
    {
    	AmmoAmount=10
    	TargetWeapon=class'UTWeap_M41'
    	PickupSound=SoundCue'A_Pickups.Ammo.Cue.A_Pickup_Ammo_Shock_Cue'
    	MaxDesireability=0.28
    
    	Begin Object Name=AmmoMeshComp
    		StaticMesh=StaticMesh'Pickups.Ammo_Shock.Mesh.S_Ammo_ShockRifle'
    		Translation=(X=0.0,Y=0.0,Z=-15.0)
    	End Object
    
    	Begin Object Name=CollisionCylinder
    		CollisionHeight=14.4
    	End Object
    }
    UTAttachment_m41
    Code:
    /**
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    class UTAttachment_M41 extends UTWeaponAttachment;
    
    var ParticleSystem BeamTemplate;
    var class<UDKExplosionLight> ImpactLightClass;
    
    var int CurrentPath;
    
    simulated function SpawnBeam(vector Start, vector End, bool bFirstPerson)
    {
    	local ParticleSystemComponent E;
    	local actor HitActor;
    	local vector HitNormal, HitLocation;
    
    	if ( End == Vect(0,0,0) )
    	{
    		if ( !bFirstPerson || (Instigator.Controller == None) )
    		{
    	    	return;
    		}
    		// guess using current viewrotation;
    		End = Start + vector(Instigator.Controller.Rotation) * class'UTWeap_ShockRifle'.default.WeaponRange;
    		HitActor = Instigator.Trace(HitLocation, HitNormal, End, Start, TRUE, vect(0,0,0),, TRACEFLAG_Bullet);
    		if ( HitActor != None )
    		{
    			End = HitLocation;
    		}
    	}
    
    	E = WorldInfo.MyEmitterPool.SpawnEmitter(BeamTemplate, Start);
    	E.SetVectorParameter('ShockBeamEnd', End);
    	if (bFirstPerson && !class'Engine'.static.IsSplitScreen())
    	{
    		E.SetDepthPriorityGroup(SDPG_Foreground);
    	}
    	else
    	{
    		E.SetDepthPriorityGroup(SDPG_World);
    	}
    }
    
    simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation)
    {
    	local vector EffectLocation;
    
    	Super.FirstPersonFireEffects(PawnWeapon, HitLocation);
    
    	if (Instigator.FiringMode == 0 || Instigator.FiringMode == 3)
    	{
    		EffectLocation = UTWeapon(PawnWeapon).GetEffectLocation();
    		SpawnBeam(EffectLocation, HitLocation, true);
    
    		if (!WorldInfo.bDropDetail && Instigator.Controller != None)
    		{
    			UDKEmitterPool(WorldInfo.MyEmitterPool).SpawnExplosionLight(ImpactLightClass, HitLocation);
    		}
    	}
    }
    
    simulated function ThirdPersonFireEffects(vector HitLocation)
    {
    	Super.ThirdPersonFireEffects(HitLocation);
    
    	if ((Instigator.FiringMode == 0 || Instigator.FiringMode == 3))
    	{
    		SpawnBeam(GetEffectLocation(), HitLocation, false);
    	}
    }
    
    simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
    {
    	return (HitActor != None && UTProj_ShockBall(HitActor) == None && Super.AllowImpactEffects(HitActor, HitLocation, HitNormal));
    }
    
    simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
    {
    
    	local float PathValues[3];
    	local int NewPath;
    	Super.SetMuzzleFlashparams(PSC);
    	if (Instigator.FiringMode == 0)
    	{
    		NewPath = Rand(3);
    		if (NewPath == CurrentPath)
    		{
    			NewPath++;
    		}
    		CurrentPath = NewPath % 3;
    
    		PathValues[CurrentPath % 3] = 1.0;
    		PSC.SetFloatParameter('Path1',PathValues[0]);
    		PSC.SetFloatParameter('Path2',PathValues[1]);
    		PSC.SetFloatParameter('Path3',PathValues[2]);
    //			CurrentPath++;
    	}
    	else if (Instigator.FiringMode == 3)
    	{
    		PSC.SetFloatParameter('Path1',1.0);
    		PSC.SetFloatParameter('Path2',1.0);
    		PSC.SetFloatParameter('Path3',1.0);
    	}
    	else
    	{
    		PSC.SetFloatParameter('Path1',0.0);
    		PSC.SetFloatParameter('Path2',0.0);
    		PSC.SetFloatParameter('Path3',0.0);
    	}
    
    }
    
    
    defaultproperties
    {
    	// Weapon SkeletalMesh
    	Begin Object Name=SkeletalMeshComponent0
    		SkeletalMesh= 'M41-A'
    	End Object
    
    	DefaultImpactEffect=(ParticleTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam_Impact', Sound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue')
    	ImpactEffects(0)=(MaterialType=Water, ParticleTemplate=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Beam_Impact_HIT', Sound=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_FireCue')
    	BulletWhip=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_WhipCue'
    
    	MuzzleFlashSocket=MuzzleFlashSocket
    //	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Primary
    	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_3P_MF
    	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_3P_MF
    	MuzzleFlashColor=(R=255,G=120,B=255,A=255)
    	MuzzleFlashDuration=0.33;
    	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
    	BeamTemplate=particlesystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'
    	WeaponClass=class'UTWeap_ShockRifle'
    	ImpactLightClass=class'UTShockImpactLight'
    }
    i know this is just an edit of the shock rifle but this must work.very appriciated.
    Quote Originally Posted by U F O View Post
    i still get the same warnings :
    Code:
    ... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'
    ... <316> warning : object property engine.SkeletalMeshComponent:SkeletalMesh: unresolved reference to 'skeletalmesh 'M41-A''
    i also get the same set of warning at line 326 of the same script ( UTWeap_M41 )

    i also get the same warnings on line <118> of the UTAttachment_M41 script.

    OK here it is !
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  23. #63
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    ... <316> warning : invalid property value in defaults : skeletalmesh = 'M41-A'
    means it can't find your mesh
    here's an exapmle of the section
    Code:
    	// Weapon SkeletalMesh
    	Begin Object Name=FirstPersonMesh
    		SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_WP_SMBolter_1st'
    		AnimSets(0)=AnimSet'WP_SMUM_Bolter.Anim.K_WP_SMBolter_1st_Base'
    		Animations=MeshSequenceA
    //		Rotation=(Yaw=-16384)
    		FOV=60.0
    	End Object
    take note of the line SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_W P_SMBolter_1st'
    WP_SMUM_Bolter is the weapon package
    Mesh is the subgroup
    SK_WP_SMBolter_1st is the mesh
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  24. #64
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    thanks geodav but i already solved these problems and i am up with a new very bad ass one :

    after the compile , there is a new warning that says that the animations arent right , and then it crashes .
    so i said this is a non-animation test so i deleted the line . the next compile however was without warning or errors, but the compile keeps crashing. i dont know why , so i thought you can tell me.
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  25. #65
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    because you need anims for the weapon, these are named in the UTWeapon code, if you remove the code line then it will compile but in game it's likely to crash, just create your anims and export them to the editor. this is all part of what you need to do to get weapons working
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  26. #66
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    it doesn't crash in game , it crashes at the end of the compile .
    actually its the compile that's crashing.
    Last edited by U F O; 09-20-2010 at 03:23 PM.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  27. #67
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    still check your launch.log
    you'll still need your own anims
    check your pm
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  28. #68
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    ok i got some anims in and it doesnt work.it still crashes at the end of the compile.
    i will post the logs for you.

    launch.log
    Code:
    Log: Log file open, 09/21/10 00:03:01
    Init: Version: 6829
    Init: Epic Internal: 0
    Init: Compiled (64-bit): Jun 16 2010 16:12:13
    Init: Changelist: 558646
    Init: Command line: editor  -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
    Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.61] Init: Computer: BOB-PC
    [0000.61] Init: User: Bob
    [0000.61] Init: CPU Page size=4096, Processors=8
    [0000.61] Init: High frequency timer resolution =1.558867 MHz
    [0000.61] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
    [0000.61] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    [0000.86] Init: WinSock: I am Bob-PC (192.168.2.13:0)
    [0000.86] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.86] Init: Object subsystem initialized
    [0000.89] Log: Last hardware survey: Ver=6829, Date=20100920. Uploading again.
    [0009.50] Init: Initializing FaceFX...
    [0009.50] Init: FaceFX 1.7.3.1 initialized.
    [0009.53] Init: Version: 6829
    [0009.53] Init: Epic Internal: 0
    [0009.53] Init: Compiled (64-bit): Jun 16 2010 16:08:19
    [0009.53] Init: Command line:   -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
    [0009.53] Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
    [0009.53] Init: Character set: Unicode
    [0009.53] Log: Executing Class UnrealEd.MakeCommandlet
    [0009.53] Init: UEngine initialized
    [0009.85] Heading: --------------------Core - Release--------------------
    [0009.85] Log: New File, Existing Package (Package Package_0, Package Core)
    [0009.89] Log: Loading global macros for Core
    [0009.94] Heading: --------------------Engine - Release--------------------
    [0010.10] Log: New File, Existing Package (Package Package_1, Package Engine)
    [0011.04] Log: Loading global macros for Engine
    [0011.75] Heading: --------------------GFxUI - Release--------------------
    [0011.75] Log: New File, Existing Package (Package Package_2, Package GFxUI)
    [0011.79] Log: Loading global macros for GFxUI
    [0011.81] Heading: --------------------GameFramework - Release--------------------
    [0011.82] Log: New File, Existing Package (Package Package_3, Package GameFramework)
    [0011.88] Log: Loading global macros for GameFramework
    [0011.94] Heading: --------------------UnrealEd - Release--------------------
    [0011.97] Log: New File, Existing Package (Package Package_4, Package UnrealEd)
    [0012.03] Log: Loading global macros for UnrealEd
    [0012.09] Heading: --------------------GFxUIEditor - Release--------------------
    [0012.09] Log: New File, Existing Package (Package Package_5, Package GFxUIEditor)
    [0012.13] Log: Loading global macros for GFxUIEditor
    [0012.13] Heading: --------------------IpDrv - Release--------------------
    [0012.14] Log: New File, Existing Package (Package Package_6, Package IpDrv)
    [0012.17] Log: Loading global macros for IpDrv
    [0012.19] Heading: --------------------OnlineSubsystemPC - Release--------------------
    [0012.19] Log: New File, Existing Package (Package Package_7, Package OnlineSubsystemPC)
    [0012.22] Log: Loading global macros for OnlineSubsystemPC
    [0012.24] Heading: --------------------OnlineSubsystemSteamworks - Release--------------------
    [0012.24] Log: New File, Existing Package (Package Package_8, Package OnlineSubsystemSteamworks)
    [0012.31] Log: Loading global macros for OnlineSubsystemSteamworks
    [0012.33] Heading: --------------------UDKBase - Release--------------------
    [0012.36] Log: New File, Existing Package (Package Package_9, Package UDKBase)
    [0012.96] Log: Loading global macros for UDKBase
    [0013.06] Heading: --------------------UTEditor - Release--------------------
    [0013.06] Log: New File, Existing Package (Package Package_10, Package UTEditor)
    [0013.07] Log: Loading global macros for UTEditor
    [0013.08] Heading: --------------------UTGame - Release--------------------
    [0013.16] Log: New File, Existing Package (Package Package_11, Package UTGame)
    [0015.04] Log: Failed to upload UDK hardware survey to http://udkprofiler.epicgam
    and a certain launch_2.log

    Code:
    Log: Log file open, 09/20/10 23:56:30
    Init: Version: 6829
    Init: Epic Internal: 0
    Init: Compiled (64-bit): Jun 16 2010 16:12:13
    Init: Changelist: 558646
    Init: Command line: editor  -DEFENGINEINI=..\..\UDKGame\Config\DefaultEnginePC.ini
    Init: Base directory: C:\UDK\UDK-2010-06\Binaries\Win64\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.22] Init: Computer: BOB-PC
    [0000.22] Init: User: Bob
    [0000.22] Init: CPU Page size=4096, Processors=8
    [0000.22] Init: High frequency timer resolution =1.558837 MHz
    [0000.22] Init: Memory total: Physical=6.0GB Pagefile=54.8GB Virtual=8192.0GB
    [0000.22] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    [0000.25] Log: gethostbyname failed (SE_NO_DATA)
    [0000.25] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.25] Init: Object subsystem initialized
    [0000.29] Critical: appError called: Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.
    [0000.29] Critical: Windows GetLastError: Access is denied. (5)
    [0015.56] Log: === Critical error: ===
    Alpha blending with D3DFMT_A16B16G16R16F is not supported, which is required to run this game.
    these dont seem to be related to my problem .i am guessing that there is some sort of problem at saving the new scripts in a .u file at the binaries directory (or some stuff like that)
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  29. #69
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    Well, we can see from your Launch2.LOG, that your video card is not capable of running the engine.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

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  30. #70
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    wow ! so how did it run it ? like before? it just crashes at script compile.
    ok clearing the status till now :

    all the scripts are ok.
    the copile is fine and without errors/warnings.
    at the end of the compile it says: saving to C:\UDK\etc bal bla bla
    and then it crashes.
    the next time udk wants to compile again.
    and again.
    and again.
    and the compile keeps crashing.and the changes arent saved.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  31. #71
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    Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

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  32. #72
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    ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases


    Uploaded with ImageShack.us
    also the name of your code package should match that of your content folder set



    Uploaded with ImageShack.us
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  33. #73
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    thanks for the concern guys.really appreciated but :
    Does it run anything if you don't compile? Launch2 says your video card isn't compatible. What card do you have?
    i have a 240 m geForce and its fully compatible and trust me , it runs !

    ok i'm more concerned your your project naming and folder set-up, here an example i made a while back but still holds true for the most recent UDK releases
    if you look some posts back , you already have pointed out the folder problem and i fixed that.by the way thanks for that pm.i will do the tutorials as soon as i have time for it.

    but these dont have any relation to the crash.i think its a windows problem and the compiler cant wright the data to the binaries folder thus crashes.this can be caused by administrative privilege lack but i did the run as admin thing but still crashes.

    wow ! that was long ! so any other ideas ?
    by the way i will gladly send the scripts and a package containing the static mesh to geodav if he wants.

    thanks anyways.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  34. #74
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    ok send me the content and code and i'll have a look, pm me the link when you have uploaded it
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  35. #75
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    check your pm geodav and try to compile the scripts.
    the package should be placed in a folder named : 01_ActualGame or else the scripts wont work.
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  36. #76
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    problem is solved, the cause was that the code package and the upk package had the same name.
    please don't get confused with the fact that the code and content "Folder Sets" have the same names your upk package must have unique names.

    it's a mistake many have made over the years with all Unreal Engines
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  37. #77
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    thanks dude.
    now that this is settled , this is going to be an assault rifle and i dont know how to make the bullets.any tutorials at hand ?
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  38. #78
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    i use part of the code from the UT3 enforcer not sure how legal that is but you could also have a look at the cidida turret code which is simular
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  39. #79
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Posts
    453

    Default

    sorry i wasnt here and i couldnt respond in time.by enforcer code do you mean the projectile class or the utweap class or something else?
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  40. #80
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,634

    Default

    here's my weapon code
    Code:
    /**
     * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
     *
     * Bogded by Geodav    05.2008
     */
    class UTWeap_SMBolter extends UTWeapon;
    
    var ParticleSystemComponent PrimaryMuzzleFlashPSC;
    
    var MaterialInstanceConstant WeaponMaterialInstance;
    
    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();
    
    	// Atttach the muzzle flash
    	SkeletalMeshComponent(Mesh).AttachComponentToSocket(PrimaryMuzzleFLashPSC, MuzzleFlashSocket);
    }
    
    simulated function SetSkin(Material NewMaterial)
    {
    	Super.SetSkin(NewMaterial);
    	if( WorldInfo.NetMode != NM_DedicatedServer )
    	{
    		WeaponMaterialInstance = Mesh.CreateAndSetMaterialInstanceConstant(1);
    	}
    }
    
    //----------------------------------------------------------------
    // Mr_Evil's fix :)
    simulated function ProcessInstantHit(byte FiringMode, ImpactInfo Impact, optional int NumHits)
    {
    	if(Impact.HitActor != none)
    	{
    		super.ProcessInstantHit(FiringMode, Impact, NumHits);
    	}
    }
    
    
    
    //-----------------------------------------------------------------
    // AI Interface
    
    function float GetAIRating()
    {
    	local UTBot B;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B== None) || (B.Enemy == None) )
    		return AIRating;
    
    	if ( !B.LineOfSightTo(B.Enemy) )
    		return AIRating - 0.15;
    
    	return AIRating * FMin(Pawn(Owner).GetDamageScaling(), 1.5);
    }
    
    /* BestMode()
    choose between regular or alt-fire
    */
    function byte BestMode()
    {
    	local float EnemyDist;
    	local UTBot B;
    
    	if ( IsFiring() )
    		return CurrentFireMode;
    
    	B = UTBot(Instigator.Controller);
    	if ( (B == None) || (B.Enemy == None) )
    		return 0;
    
    	EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
    	if ( EnemyDist < 2000 )
    		return 0;
    	return 1;
    }
    
    defaultproperties
    {
    	// Weapon SkeletalMesh
    	Begin Object class=AnimNodeSequence Name=MeshSequenceA
    	End Object
    
    	// Weapon SkeletalMesh
    	Begin Object Name=FirstPersonMesh
    		SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_WP_SMBolter_1st'
    		AnimSets(0)=AnimSet'WP_SMUM_Bolter.Anim.K_WP_SMBolter_1st_Base'
    		Animations=MeshSequenceA
    //		Rotation=(Yaw=-16384)
    		FOV=60.0
    	End Object
    
    	AttachmentClass=class'UT40k.UTAttachment_SMBolter'
    
    	Begin Object Name=PickupMesh
    		SkeletalMesh=SkeletalMesh'WP_SMUM_Bolter.Mesh.SK_WP_SMBolter_3rd'
    		Translation=(X=0.0,Y=20.0,Z=0.0)
    		Scale=1.25
    	End Object
    
    
    
    // Muzzle Flashes
    
    	Begin Object Class=ParticleSystemComponent Name=MuzzleFlashComponent
    		bAutoActivate=FALSE
    		Template=particleSystem'WP_SMUM_Bolter.Effects.P_WP_Bolter_Muzzle_Flash'
    		DepthPriorityGroup=SDPG_Foreground
    		SecondsBeforeInactive=1.0f
    	End Object
    	PrimaryMuzzleFlashPSC=MuzzleFlashComponent
    
    	InstantHitMomentum(0)=+60000.0
    
    	WeaponFireTypes(0)=EWFT_InstantHit
    	WeaponFireTypes(1)=EWFT_None
    	WeaponProjectiles(1)=class'UTProj_ShockBall'
    
    	InstantHitDamage(0)=25
    	FireInterval(0)=+0.33
    //	FireInterval(1)=+0.6
    	InstantHitDamageTypes(0)=class'UTDmgType_SMBolter'
    	InstantHitDamageTypes(1)=None
    
    	WeaponFireSnd[0]=SoundCue'A_UT40k_WeaponSound.Weapon_2.Bolter4_Cue'
    	WeaponFireSnd[1]=SoundCue'A_UT40k_WeaponSound.Weapon_2.Bolter4_Cue'
    
    	WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
    	WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'
    	PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
    
    
    	MaxDesireability=0.65
    	AIRating=0.65
    	CurrentRating=0.65
    	bInstantHit=true
    	bSplashJump=false
    	bRecommendSplashDamage=false
    	bSniping=true
    	ShouldFireOnRelease(0)=0
    	ShouldFireOnRelease(1)=1
    
    //	ShotCost(0)=1
    //	ShotCost(1)=1
    
    	FireOffset=(X=5,Y=0)
    	PlayerViewOffset=(X=17,Y=10.0,Z=-14.0)
    
    	AmmoCount=30
    	LockerAmmoCount=30
    	MaxAmmoCount=30
    
            clipcount = 30
            ReloadTime = 1.5
    
            WeaponRange=2000  
    	FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
    
    	WeaponFireAnim(1)=WeaponAltFire
    
    	MuzzleFlashSocket="MF"
    	MuzzleFlashPSCTemplate=ParticleSystem'WP_SMUM_Bolter.Effects.P_WP_Bolter_Muzzle_Flash'
    	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
    	MuzzleFlashColor=(R=200,G=120,B=255,A=255)
    	MuzzleFlashDuration=0.33
    	CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
            
            LockerRotation=(Pitch=16384,Yaw=32768,Roll=16384)
            PivotTranslation=(X=-8.0,Y=0.0)
    	
            IconCoordinates=(U=728,V=382,UL=162,VL=45)
    
    	WeaponColor=(R=160,G=0,B=255,A=255)
    
    	InventoryGroup=2
    	GroupWeight=0.5
    
    	IconX=400
    	IconY=129
    	IconWidth=22
    	IconHeight=48
    	
    	Name="SM Bolter"
    
    }
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UE4 Tutorials
    UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 
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