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  1. #81
    God King
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    Default

    You can put it anywhere really but its just to make sure that the code is firing so yeah there is fine. If that event shows then put it in a place where you think it may not be firing until you see it not fire at all.

  2. #82
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    87

    Default

    im getting nothing again, a message doesnt appear,

    the only thing that i have copied from ur tut is the camera setup with kkismet, would that affect it, i wouldnt think so as it should onlt place the camera in position

  3. #83
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    Default

    ive added the log all over and im still getting nothing, i have no idea why its not working even tho it should due to the vaultactors appearing in the actor class

    The world props, game type PIE, needs to stay at None right, thats the only other thing that i think is affecting it
    Last edited by otaku44; 06-30-2011 at 04:14 PM.

  4. #84
    God King
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    oh
    ur game type needs to be set to ur custom gametype using your custom player controller.

    I don't know why i didn't think of that first.

    IF you do not set it to your custom gametype the use function will not do anything because you modified the USE function in YOUR custom playercontroller. A gametype of none uses no custom pawn or playercontroller or HUD etc.

    So set it to your custom gametype.

  5. #85
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    Default

    ok but which one is it, arent these ones here part of udk already


  6. #86
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    87

    Default

    shouldnt it comes up with VAULT (in my case)

  7. #87
    God King
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    No, you really need to study up on coding for Unreal Script. You seem to be jumping ahead of yourself.

    You need to create a gametype called MyGameInfo (Or something ) Extending UTGame or similiar.

    Please read up on this before continuing to ask questions. If you are stuck on this I will help you out. Give it a try before asking!

    Read from here and down

    http://udn.epicgames.com/Three/Basic....html#Gametype

  8. #88
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    87

    Default

    ya sorry about all of these questions, i am a complete novice about coding

    i added this, which put it up,

    class MainVault extends UTGame;

    DefaultProperties
    {
    DefaultPawnClass = class'Vault.MainPawn'
    PlayerControllerClass = class'Vault.MainPlayerController'
    bDelayedStart = false
    bRestartLevel = false
    }

    it shows the yellow line, it does the same as JmPrsh153 video, it shows a yellow line when i click on E now,

    when it comes to the wall tho, when pushing E, I lose control of him and he moves to the right, but im guessing thats due to the actor properties

    which i will play around with later, cause ive got to go now, thanks for all your help

  9. #89
    MSgt. Shooter Person
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    Oct 2010
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    ok, it seems to be when the trace lines come in contact with the vaultactor it stops the player from moving and i cant move the camera around either

  10. #90
    God King
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    i know i had some problems with it where the player gets stuck, now would be the time to check the log and see what happens. sometimes a certain mix of properties causes it so that "grounded" isnt called i still am not sure why.

  11. #91

    Default

    Nice Also TheAgent Would you mind if i use the vault Code in My Gam?e its at the moment nothing but a prototype of a lot of ideas i have in mind i have mostly every single aspect working Except custom movement it gets kinds messy for me whatever i have to work with the player movement So This is an good way for me to start learning How to develope custom pawn movement Just asking By the way your Zombie game is looking pretty good

  12. #92

  13. #93
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    Default

    Quote Originally Posted by TheAgent View Post
    i know i had some problems with it where the player gets stuck, now would be the time to check the log and see what happens. sometimes a certain mix of properties causes it so that "grounded" isnt called i still am not sure why.
    ok here is my new log details..

    PHP Code:
    LogLog file open06/30/11 21:37:43
    Init
    WinSockversion 1.1 (2.2), MaxSocks=32767MaxUdp=65467
    Init
    Version8364
    Init
    Epic Internal0
    Init
    Compiled (64-bit): May 12 2011 16:23:49
    Init
    Changelist871961
    Init
    Command lineeditor 
    Init
    Base directoryC:\UDK\UDK-2011-05\Binaries\Win64\
    DevConfigGConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.52InitComputerSSJ2_GOHAN-PC
    [0000.52InitUserSSj2GOHAN
    [0000.52InitCPU Page size=4096Processors=8
    [0000.52InitHigh frequency timer resolution =2.602353 MHz
    [0000.52InitMemory totalPhysical=6.0GB Pagefile=12.0GB Virtual=8192.0GB
    [0000.54InitWinSockI am SSj2_GOHAN-PC (192.168.1.9:0)
    [
    0000.54InitPresizing for 0 objects not considered by GCpre-allocating 0 bytes.
    [
    0000.54InitObject subsystem initialized
    [0000.63LogShader platform (RHI): PC-D3D-SM3
    [0000.98LogPhysX GPU SupportDISABLED
    [0000.98InitInitializing FaceFX...
    [
    0000.98InitFaceFX 1.7.4 initialized.
    [
    0002.35InitFinished loading startup packages in 1.28 seconds
    [0002.36Log74163 objects as part of root set at end of initial load.
    [
    0002.36Log0 out of 0 bytes used by permanent object pool.
    [
    0002.56LogSupported Consoles:
    [
    0002.56Log:   IPhone
    [0002.56Log:   PC
    [0002.56LogInitializing Engine...
    [
    0002.62LogEncountered missing default brush spawning new one
    [0002.62InitUEngine initialized
    [0002.62LogPrimary PhysX scene will be in software.
    [
    0002.62LogCreating Primary PhysX Scene.
    [
    0002.62InitTransaction tracking system initialized
    [0002.63LogCan't find edit package 'OnlineSubsystemGameSpy'
    [0002.63] Log: Can'
    t find edit package 'OnlineSubsystemLive'
    [0003.01InitXAudio2 using 'Headphones (High Definition Audio Device)' 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
    [
    0003.04LogWorking around XDK XAudio2 regressionTRUE
    [0003.05InitXAudio2Device initialized.
    [
    0003.06InitClient initialized
    [0003.06InitEditor engine initialized
    [0003.13LogInitializing Engine Completed
    [0003.13Log: >>>>>>>>>>>>>> Initial startup3.13s <<<<<<<<<<<<<<<
    [
    0003.18CmdMODE MAPEXT=udk
    [0003.26SourceControlSource Control disabled in UDKEditorUserSettings.ini.  [SourceControlhas Disabled=True
    [0003.27SourceControlSource Control disabled in UDKEditorUserSettings.ini.  [SourceControlhas Disabled=True
    [0006.16LogTIMER ALL OF INIT : [5.173794]
    [
    0011.68CmdMAP LOAD FILE="C:\UDK\UDK-2011-05\UDKGame\Content\Maps\freeelement.udk"
    [0011.77LogEncountered missing default brush spawning new one
    [0012.07Log: -- Checking Building LODs
    [0012.08LogPrimary PhysX scene will be in software.
    [
    0012.08LogCreating Primary PhysX Scene.
    [
    0012.08LogFinished looking for orphan Actors (0.003 secs)
    [
    0012.11CmdMAP CHECKDEP DONTCLEARMESSAGES
    [0019.54Log
    ==== 
    Worlds needing PIE Save:
    [
    0019.54Logfreeelement
    [0019.54Log: ==== 1 total
    [0019.58LogBuilt Phys StaticMesh Cache2.470 ms
    [0019.58LogCOOKEDPHYSICS0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
    [0019.59LogCOOKEDPHYSICSBSP 0.42 KB
    [0019.64LogSave=60.804203
    [0019.64LogMoving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
    [0019.67CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0019.67LogFinished looking for orphan Actors (0.003 secs)
    [
    0019.67DevSpawnSpawnActor failed because of collision at the spawn location [X=-82.002 Y=6.277 Z=45.981] for [Teleporter]
    [
    0022.64Log
    ==== 
    Worlds needing PIE Save:
    [
    0022.64Log: ==== 0 total
    [0022.64CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0022.64LogFinished looking for orphan Actors (0.002 secs)
    [
    0022.64LogGame class is 'MainVault'
    [0022.66LogPrimary PhysX scene will be in software.
    [
    0022.66LogCreating Primary PhysX Scene.
    [
    0022.66LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.38.05
    [0022.68LogBringing up level for play took0.018753
    [0022.71CmdSETSOUNDMODE Default
    [
    0022.71ScriptLogSTART MATCH
    [0022.72ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_0:GFxMinimap_0
        
    Function UTGame.GFxMinimap:Init:00F2
    [0022.73ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0022.73ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0022.73ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_0
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0022.73LogPIEplay in editor start time for UEDPIEfreeelement 0.203
    [0022.73ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
        
    Function UTGame.GFxMinimap:Init:00F2
    [0022.73ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0025.45Cmd: use
    [
    0029.98Cmdonrelease ShowMenu
    [0030.73ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_0
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0039.91Log
    ==== 
    Worlds needing PIE Save:
    [
    0039.91Log: ==== 0 total
    [0039.91CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0039.91LogFinished looking for orphan Actors (0.003 secs)
    [
    0039.91LogGame class is 'MainVault'
    [0039.93LogPrimary PhysX scene will be in software.
    [
    0039.93LogCreating Primary PhysX Scene.
    [
    0039.93LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.38.22
    [0039.94LogBringing up level for play took0.014006
    [0039.97CmdSETSOUNDMODE Default
    [
    0039.98ScriptLogSTART MATCH
    [0039.98ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_2:GFxMinimap_2
        
    Function UTGame.GFxMinimap:Init:00F2
    [0039.98ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0039.98ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0039.98ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_1
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0039.98LogPIEplay in editor start time for UEDPIEfreeelement 0.190
    [0039.99ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_3:GFxMinimap_3
        
    Function UTGame.GFxMinimap:Init:00F2
    [0039.99ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_3:GFxMinimap_3
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0043.31CmdStartFire 
    [0043.31CmdOnRelease StopFire
    [0043.40CmdStopFire
    [0047.10Cmd: use
    [
    0058.69Cmdonrelease ShowMenu
    [0058.98ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_1
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0060.89Log
    ==== 
    Worlds needing PIE Save:
    [
    0060.89Log: ==== 0 total
    [0060.90CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0060.90LogFinished looking for orphan Actors (0.002 secs)
    [
    0060.90LogGame class is 'MainVault'
    [0060.91LogPrimary PhysX scene will be in software.
    [
    0060.91LogCreating Primary PhysX Scene.
    [
    0060.92LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.38.43
    [0060.93LogBringing up level for play took0.013938
    [0060.96CmdSETSOUNDMODE Default
    [
    0060.96ScriptLogSTART MATCH
    [0060.97ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_4:GFxMinimap_4
        
    Function UTGame.GFxMinimap:Init:00F2
    [0060.97ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0060.97ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0060.97ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_2
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0060.97LogPIEplay in editor start time for UEDPIEfreeelement 0.191
    [0060.97ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_5:GFxMinimap_5
        
    Function UTGame.GFxMinimap:Init:00F2
    [0060.97ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_5:GFxMinimap_5
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0063.94Cmd: use
    [
    0066.16Cmd: use
    [
    0066.42Cmd: use
    [
    0066.85Cmd: use
    [
    0072.86Cmdonrelease ShowMenu
    [0072.97ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_2
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0074.34Log
    ==== 
    Worlds needing PIE Save:
    [
    0074.34Log: ==== 0 total
    [0074.34CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0074.35LogFinished looking for orphan Actors (0.002 secs)
    [
    0074.35LogGame class is 'MainVault'
    [0074.36LogPrimary PhysX scene will be in software.
    [
    0074.36LogCreating Primary PhysX Scene.
    [
    0074.36LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.38.57
    [0074.37LogBringing up level for play took0.014056
    [0074.41CmdSETSOUNDMODE Default
    [
    0074.41ScriptLogSTART MATCH
    [0074.42ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_6:GFxMinimap_6
        
    Function UTGame.GFxMinimap:Init:00F2
    [0074.42ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0074.42ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0074.42ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_3
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0074.42LogPIEplay in editor start time for UEDPIEfreeelement 0.198
    [0074.43ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_7:GFxMinimap_7
        
    Function UTGame.GFxMinimap:Init:00F2
    [0074.43ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_7:GFxMinimap_7
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0077.14Cmd: use
    [
    0078.95CmdStartFire 
    [0078.95CmdOnRelease StopFire
    [0079.08CmdStopFire
    [0079.88CmdStartAltFire 
    [0079.88CmdOnRelease StopAltFire
    [0079.99CmdStopAltFire
    [0081.94CmdStartFire 
    [0081.94CmdOnRelease StopFire
    [0082.08CmdStopFire
    [0082.76CmdStartFire 
    [0082.76CmdOnRelease StopFire
    [0082.89CmdStopFire
    [0085.88CmdStartAltFire 
    [0085.88CmdOnRelease StopAltFire
    [0086.05CmdStopAltFire
    [0086.44CmdStartAltFire 
    [0086.44CmdOnRelease StopAltFire
    [0086.57CmdStopAltFire
    [0087.09CmdStartAltFire 
    [0087.09CmdOnRelease StopAltFire
    [0087.39CmdStopAltFire
    [0087.61CmdStartAltFire 
    [0087.61CmdOnRelease StopAltFire
    [0088.61CmdStopAltFire
    [0088.93CmdStartFire 
    [0088.93CmdOnRelease StopFire
    [0089.03CmdStopFire
    [0091.14Cmdonrelease ShowMenu
    [0091.42ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_3
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0093.46Log
    ==== 
    Worlds needing PIE Save:
    [
    0093.46Log: ==== 0 total
    [0093.46CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0093.47LogFinished looking for orphan Actors (0.002 secs)
    [
    0093.47LogGame class is 'MainVault'
    [0093.48LogPrimary PhysX scene will be in software.
    [
    0093.48LogCreating Primary PhysX Scene.
    [
    0093.49LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.39.16
    [0093.50LogBringing up level for play took0.013988
    [0093.53CmdSETSOUNDMODE Default
    [
    0093.53ScriptLogSTART MATCH
    [0093.54ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_8:GFxMinimap_8
        
    Function UTGame.GFxMinimap:Init:00F2
    [0093.54ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0093.54ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0093.54ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_4
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0093.54LogPIEplay in editor start time for UEDPIEfreeelement 0.190
    [0093.54ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_9:GFxMinimap_9
        
    Function UTGame.GFxMinimap:Init:00F2
    [0093.54ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_9:GFxMinimap_9
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0094.39LogAssembled 373 auto-complete commandsmanual79exec262kismet0
    [0096.43CmdBehindView
    [0098.68Cmd: use
    [
    0098.68ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0099.59Cmd: use
    [
    0099.59ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0101.76Cmd: use
    [
    0101.76ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0103.94Cmd: use
    [
    0103.94ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0104.17Cmd: use
    [
    0104.17ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0104.37Cmd: use
    [
    0104.37ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0104.63Cmd: use
    [
    0104.63ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function Vault.MainPlayerController:Use:015B
    [0107.04Cmd: use
    [
    0109.69Cmdonrelease ShowMenu
    [0110.54ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_4
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0149.69CmdEDCALLBACK SELECTEDPROPS
    [0164.46Log
    ==== 
    Worlds needing PIE Save:
    [
    0164.46Logfreeelement
    [0164.46Log: ==== 1 total
    [0164.50LogBuilt Phys StaticMesh Cache2.787 ms
    [0164.50LogCOOKEDPHYSICS0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
    [0164.52LogCOOKEDPHYSICSBSP 0.42 KB
    [0164.56LogSave=60.926016
    [0164.57LogMoving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
    [0164.60CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0164.60LogFinished looking for orphan Actors (0.003 secs)
    [
    0164.60LogGame class is 'MainVault'
    [0164.62LogPrimary PhysX scene will be in software.
    [
    0164.62LogCreating Primary PhysX Scene.
    [
    0164.62LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.40.27
    [0164.63LogBringing up level for play took0.014594
    [0164.67CmdSETSOUNDMODE Default
    [
    0164.67ScriptLogSTART MATCH
    [0164.68ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_10:GFxMinimap_10
        
    Function UTGame.GFxMinimap:Init:00F2
    [0164.68ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0164.68ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0164.68ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_5
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0164.68LogPIEplay in editor start time for UEDPIEfreeelement 0.332
    [0164.68ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_11:GFxMinimap_11
        
    Function UTGame.GFxMinimap:Init:00F2
    [0164.68ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_11:GFxMinimap_11
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0166.08Cmd: use
    [
    0169.70Cmdonrelease ShowMenu
    [0170.68ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_5
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0175.36CmdEDCALLBACK SELECTEDPROPS
    [0178.82Log
    ==== 
    Worlds needing PIE Save:
    [
    0178.82Logfreeelement
    [0178.82Log: ==== 1 total
    [0178.86LogBuilt Phys StaticMesh Cache2.667 ms
    [0178.86LogCOOKEDPHYSICS0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
    [0178.87LogCOOKEDPHYSICSBSP 0.42 KB
    [0178.92LogSave=59.744009
    [0178.92LogMoving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
    [0178.95CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0178.95LogFinished looking for orphan Actors (0.003 secs)
    [
    0178.95LogGame class is 'MainVault'
    [0178.97LogPrimary PhysX scene will be in software.
    [
    0178.97LogCreating Primary PhysX Scene.
    [
    0178.97LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.40.41
    [0178.98LogBringing up level for play took0.015598
    [0179.02CmdSETSOUNDMODE Default
    [
    0179.02ScriptLogSTART MATCH
    [0179.03ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_12:GFxMinimap_12
        
    Function UTGame.GFxMinimap:Init:00F2
    [0179.03ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0179.03ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0179.03ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_6
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0179.03LogPIEplay in editor start time for UEDPIEfreeelement 0.331
    [0179.04ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_13:GFxMinimap_13
        
    Function UTGame.GFxMinimap:Init:00F2
    [0179.04ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_13:GFxMinimap_13
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0181.11Cmd: use
    [
    0182.72Cmdonrelease ShowMenu
    [0183.03ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_6
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0185.90Log
    ==== 
    Worlds needing PIE Save:
    [
    0185.90Logfreeelement
    [0185.90Log: ==== 1 total
    [0185.94LogBuilt Phys StaticMesh Cache2.670 ms
    [0185.94LogCOOKEDPHYSICS0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
    [0185.95LogCOOKEDPHYSICSBSP 0.42 KB
    [0186.00LogSave=60.952146
    [0186.00LogMoving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
    [0186.03CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0186.03LogFinished looking for orphan Actors (0.003 secs)
    [
    0186.03LogGame class is 'MainVault'
    [0186.05LogPrimary PhysX scene will be in software.
    [
    0186.05LogCreating Primary PhysX Scene.
    [
    0186.05LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.40.48
    [0186.06LogBringing up level for play took0.015705
    [0186.11CmdSETSOUNDMODE Default
    [
    0186.11ScriptLogSTART MATCH
    [0186.11ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_14:GFxMinimap_14
        
    Function UTGame.GFxMinimap:Init:00F2
    [0186.11ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0186.11ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0186.11ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_7
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0186.11LogPIEplay in editor start time for UEDPIEfreeelement 0.332
    [0186.12ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_15:GFxMinimap_15
        
    Function UTGame.GFxMinimap:Init:00F2
    [0186.12ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_15:GFxMinimap_15
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0187.93Cmd: use
    [
    0189.22Cmdonrelease ShowMenu
    [0190.11ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_7
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0193.10Log
    ==== 
    Worlds needing PIE Save:
    [
    0193.10Logfreeelement
    [0193.10Log: ==== 1 total
    [0193.14LogBuilt Phys StaticMesh Cache2.680 ms
    [0193.14LogCOOKEDPHYSICS0 TriMeshes (0.000000 KB), 1 Convex Hulls (1.082031 KB) - Total 1.082031 KB
    [0193.16LogCOOKEDPHYSICSBSP 0.42 KB
    [0193.20LogSave=59.996088
    [0193.20LogMoving 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement_save.tmp' to 'C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk'
    [0193.24CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0193.24LogFinished looking for orphan Actors (0.003 secs)
    [
    0193.24LogGame class is 'MainVault'
    [0193.26LogPrimary PhysX scene will be in software.
    [
    0193.26LogCreating Primary PhysX Scene.
    [
    0193.26LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.40.56
    [0193.27LogBringing up level for play took0.015258
    [0193.31CmdSETSOUNDMODE Default
    [
    0193.31ScriptLogSTART MATCH
    [0193.31ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_16:GFxMinimap_16
        
    Function UTGame.GFxMinimap:Init:00F2
    [0193.31ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0193.31ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0193.31ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_8
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0193.31LogPIEplay in editor start time for UEDPIEfreeelement 0.335
    [0193.32ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_17:GFxMinimap_17
        
    Function UTGame.GFxMinimap:Init:00F2
    [0193.32ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_17:GFxMinimap_17
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0194.79Cmd: use
    [
    0194.79ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
        
    Function Vault.MainPlayerController:Use:015B
    [0196.83Cmd: use
    [
    0201.11Cmdonrelease ShowMenu
    [0201.32ScriptWarningAccessed None 'ViewportClient'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_8
        
    Function UTGame.UTPlayerController:Destroyed:0041
    [0203.01Log
    ==== 
    Worlds needing PIE Save:
    [
    0203.01Log: ==== 0 total
    [0203.01CmdMAP LOAD PLAYWORLD=1 FILE="C:\UDK\UDK-2011-05\Binaries\Win64\..\..\UDKGame\Autosaves\UEDPIEfreeelement.udk"
    [0203.01LogFinished looking for orphan Actors (0.002 secs)
    [
    0203.01LogGame class is 'MainVault'
    [0203.03LogPrimary PhysX scene will be in software.
    [
    0203.03LogCreating Primary PhysX Scene.
    [
    0203.03LogBringing World UEDPIEfreeelement.TheWorld up for play (0at 2011.06.30-21.41.05
    [0203.04LogBringing up level for play took0.013967
    [0203.07CmdSETSOUNDMODE Default
    [
    0203.07ScriptLogSTART MATCH
    [0203.08ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_18:GFxMinimap_18
        
    Function UTGame.GFxMinimap:Init:00F2
    [0203.08ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0203.08ScriptWarningAccessed None 'OnlineSub'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0203.08ScriptWarningAccessed None
        MainPlayerController UEDPIEfreeelement
    .TheWorld:PersistentLevel.MainPlayerController_9
        
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0203.08LogPIEplay in editor start time for UEDPIEfreeelement 0.196
    [0203.09ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_19:GFxMinimap_19
        
    Function UTGame.GFxMinimap:Init:00F2
    [0203.09ScriptWarningAccessed None 'MapInfo'
        
    GFxMinimap Transient.GFxMinimapHud_19:GFxMinimap_19
        
    Function UTGame.GFxMinimap:UpdateData:0015
    [0203.97Cmd: use
    [
    0203.97ScriptWarningAccessed None 'TraceHit'
        
    MainPlayerController UEDPIEfreeelement.TheWorld:PersistentLevel.MainPlayerController_9 
    there is more to it, but there was a limit, is this fine r do u need to rest

  14. #94
    God King
    Join Date
    Aug 2008
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    Default

    [0203.97] ScriptWarning: Accessed None 'TraceHit'

    TraceHit is not returning anything meaning the vault actor is either not correct or not set up properly? Did you set up collision for it? Are you using a custom staticmesh?

    Are you close enough to it?

  15. #95
    MSgt. Shooter Person
    Join Date
    Oct 2010
    Posts
    87

    Default

    as for it being set up properly i assume so, as ive done evverying from ur tut,

    set up collision for what the player, or the vault actor??

    so far i simple have ur vaultactor set up, and a bsp below it for ground, and the player is the standard bot.

    ya i think im close enough to it.

  16. #96
    God King
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    Default

    Also try not to have the actor too close to bsp or going through bsp. Other than that, i'm not too sure why it would return none, if its hitting the vault actor.

  17. #97
    MSgt. Shooter Person
    Join Date
    Oct 2010
    Posts
    87

    Default

    sweet i got it working

    on the vaultactor properties i changed the collision from blockALL to collide_CustomDefault




    doing that allows me to travel up the wall now, as long as i push E,

    dude thanks for all your help

    by any chance would u be doing side running/ running along the wall as well

  18. #98
    God King
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    I don't think so, i only added this because in my game, zombies will be in semi large numbers, so jumping over objects to back track them was needed.

  19. #99
    MSgt. Shooter Person
    Join Date
    Jul 2010
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    England, Kent, Longfield, New Ash Green
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    Gamertag: Hitman Spitfire

    Default

    hey i changed the collision to custom default etc and my character still loses control and runs off when im next the actor :/ please help
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  20. #100
    MSgt. Shooter Person
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    Default

    any chance you could post your coding etc.?
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  21. #101
    MSgt. Shooter Person
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    England, Kent, Longfield, New Ash Green
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    Gamertag: Hitman Spitfire

    Default

    right ive got something more with this, on the actor to make it small i just reduced the size because at first i just dragged it under ground so the it looked small, thats sorted and just resized but when i press E against the actor it jumps over and how high it jumps determines how high the value is for height, then after he finishes jumping i then lose control and he keeps on running
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  22. #102
    MSgt. Shooter Person
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    right i think i have it sorted, only thing is its in third person, now it does the movements but it doesnt look right for third person because it just jumps then to the left but im guessing thats what the animations would be for yeh? lol, i just changed the height value on the properties just enough so that the player jumps over, the animations, do i just create three sets of anims that would be vault high medium and low for example? then replace the name of 'vaultsmall' and the others?

    Code:
      if(TraceHit.IsA('VaultActor'))
          {
               VA.Activate();
    
               if(VA.Type == Tall)
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = 700;
                  P = Custom_Pawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultTop', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.4, false, 'Grounded');
                }
               else if(VA.Type == Medium )
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = VA.Height;
                  P = Custom_Pawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultMediumSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.3, false, 'Grounded');
                }
    
                else if(VA.Type == Small)
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = VA.Height;
                  P = Custom_Pawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.3, false, 'Grounded');
                }
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  23. #103
    MSgt. Shooter Person
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    also ive been using vautactorsmall and this works but the actual vault actor doesnt i just lose control again
    UDK Environmental Artist - for UnrealPHD
    Youtube channel for latest tests on UDK: http://www.youtube.com/user/jmprsh153?feature=mhee
    Online Portfolio: http://parishproductionmedia.moonfruit.com/

  24. #104
    MSgt. Shooter Person
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    no idea about the animation part,

    same for me im using the vaultactorsmall

  25. #105
    MSgt. Shooter Person
    Join Date
    Oct 2010
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    87

    Default

    im trying to add more sockets around the player etc, so i can trigger the vaultactor from the side, in an attempt to do wall running, but it doesnt work and it cancels out the Vaultstart to end as well.



    PHP Code:
    class MainPlayerController extends UTPlayerController

    var 
    int ClimbHeight;

    var 
    name VaultStartSocketName;
    var 
    name VaultEndSocketName;
    var 
    name VaultLeftSocketName;
    var 
    name VaultRightSocketName;
    var 
    MainPawn P;
    var 
    bool bVaulted;


    exec function Use()
    {
        
    local Actor TraceHit;
        
    local Vector StartLocEndLocLeftLocRightLoc;

        
    local Vector HitNormalHitLocation;

        if( 
    Role Role_Authority )

        {
    `
    log("!!!!!!!!!! I am attempting to vault !!!!!!!!!");
            PerformedUseAction();
        }
        ServerUse();

     // Trace from socket locations
       Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultStartSocketName, StartLoc);
       Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultEndSocketName, EndLoc);
       Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultLeftSocketName, LeftLoc);
       Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultRightSocketName, RightLoc);

        TraceHit = Trace(HitLocation, HitNormal, StartLoc, EndLoc,true,,,
                    TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
                    TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);

        TraceHit = Trace(HitLocation, HitNormal, LeftLoc, RightLoc,true,,,
                    TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
                    TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
            
            DrawDebugLine(StartLoc, EndLoc, 255, 250, 100, true);
        DrawDebugLine(LeftLoc, RightLoc, 255, 250, 100, true);

          if(TraceHit.IsA('VaultActor'))
          {
            GotoState('Vaulting');
          
          }
    }



    ///*********** Vault STATE********************************************
    //Contains stop functions and special case vaults.
    //handles animations and movement

    state Vaulting
    {

     function Check()
     {
       local VaultActor VA;
       local Actor TraceHit;
       local Vector StartLoc, EndLoc, LeftLoc, RightLoc;

       local Vector HitNormal, HitLocation;



       foreach VisibleCollidingActors (class'VaultActor', VA,40,Pawn.Location)
       {

       // Trace from pawn sockets.
            Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultStartSocketName, StartLoc);
        Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultEndSocketName, EndLoc);
            Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultLeftSocketName, LeftLoc);
        Pawn.Mesh.GetSocketWorldLocationAndRotation(VaultRightSocketName, RightLoc);

        TraceHit = Trace(HitLocation, HitNormal, StartLoc, EndLoc, true,,,
                    TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
                    TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
            DrawDebugLine(StartLoc, EndLoc, 255, 250, 0, true);

            TraceHit = Trace(HitLocation, HitNormal, LeftLoc, RightLoc, true,,,
                    TRACEFLAG_Bullet | TRACEFLAG_PhysicsVolumes |
                    TRACEFLAG_SkipMovers | TRACEFLAG_Blocking);
            DrawDebugLine(LeftLoc, RightLoc, 255, 250, 0, true);



          if(TraceHit.IsA('VaultActor'))
          {
               VA.Activate();

               if(VA.Type == Tall)
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = 700;
                  P = MainPawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultTop', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.4, false, 'Grounded');
                }
               else if(VA.Type == Medium )
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = VA.Height;
                  P = MainPawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultMediumSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.3, false, 'Grounded');
                }

                else if(VA.Type == Small)
                {
                  bVaulted = true;
                  Pawn.DoJump(bUpdating);
                  Pawn.Velocity.Z = VA.Height;
                  P = MainPawn(Pawn);
                  P.FullBodyAnimSlot.PlayCustomAnim('VaultSmall', 1.0, 0.2, 0.2, FALSE, TRUE);
                  SetTimer(0.3, false, 'Grounded');
                }

          }
          else
          {
            PushState('PlayerWalking');
          }

       }

     }

     function Grounded()
     {
        local VaultActor VA;

        //Set forward 'push' velocity depending on the direction of the wall. determined by level designer.
       foreach VisibleCollidingActors (class'VaultActor', VA, 90, Pawn.Location)
       {
         if(VA.Direction == Left)
         {
           Pawn.Velocity.Y = VA.PushDistance;
         }
         else if(VA.Direction == Right)
         {
           Pawn.Velocity.Y = - VA.PushDistance;
         }
         else if(VA.Direction == Forward)
         {
           Pawn.Velocity.X = VA.PushDistance;
         }
         else if(VA.Direction == Back)
         {
           Pawn.Velocity.X = - VA.PushDistance;
         }
         PushState('PlayerWalking');
       }

       bVaulted = false;
     }


      Begin:
      
      Check();

    }

    defaultproperties
    {
           ClimbHeight = 0
           bVaulted = false

           VaultStartSocketName = VaultStart
           VaultEndSocketName =   VaultEnd
           VaultLeftSocketName =   VaultLeft
           VaultRightSocketName =   VaultRight    


  26. #106
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    how would he wall run? just like slide up the wall then slide down due to gravity? also btw how do you change the gravity for you pawn? whats the like function or whatever? because im guessing itl go in the default properties but i dunno what its called?
    UDK Environmental Artist - for UnrealPHD
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  27. #107
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    lol dont no, i was just thinking of having the player move across the vaultactors, and once it passes them the player would then fall due to gravity

  28. #108
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    from this it tells u that once it hits the vaultactor from tracing etc it activates

    if(TraceHit.IsA('VaultActor'))

    but how do i have it so when it hits anything, like bsp brushes and objescts etc to activate it

  29. #109
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    its something like, if(TraceHit.IsA(bWorldGeometry) or something like that im not sure.

    I haven't tried wall run, it would have to be totally different. You would need to make a few traces some math.

  30. #110
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    hey TheAgent i was wondering if you could help me with something if you could got to this page and then read my questions in there about animations?

    http://forums.epicgames.com/showthre...1#post28534711
    UDK Environmental Artist - for UnrealPHD
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  31. #111

    Default

    Hi agent.

    I got the code to work and some custom animations(Good Tutorial).

    Maybe you know this: I want the actor to detect the side the player is on and if he is on the left side, then vault to the left side.

    Please help (If you have time...)
    Tutorial youtube page: http://www.youtube.com/user/UnrealEngine3Help I will put more tutorials once Christmas is over

  32. #112
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    thanks ...

  33. #113
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    Got it working first try (after deleting the animations )

    the player sometimes gets stuck but ill dive in the code and through this thread a bit to learn more.

    thanks ALOT!

  34. #114
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    The only difficult part about this vaulting is that the player sometimes gets stuck

    anyone has a fix for this?
    Last edited by Carsten; 09-14-2011 at 06:15 AM.

  35. #115
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    I'll see if i can come up with a better vaulting system later in time. Since i know that there are better ways to approach this.

  36. #116
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    sounds awesome ^^

  37. #117
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    Quote Originally Posted by Carsten View Post
    The only difficult part about this vaulting is that the player sometimes gets stuck

    anyone has a fix for this?
    Possible fix: Make the vaultEnd socket a bit shorter (closer to vaultStart) so the trace doesn't go through multiple things.

  38. #118
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    Fix for function grounded (the function that check wich way to vault to)

    http://forums.epicgames.com/threads/...1#post28668248

    A post there shows this code for the function grounded: (Works perfectly)

    Code:
    self.Pawn.Velocity.X += 250; //Push Distance
    self.Pawn.Velocity = self.Pawn.Velocity >> self.Pawn.Rotation;
    PushState('PlayerWalking');

  39. #119
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    Is it possible to use a method like this with a modular pawn like the one in UDK Gems? If so what major changes would I have to make? Or would I be better off just writing my own code instead of adapting it to this method. Thanks

  40. #120

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    ModularPawn doesnt change anything only the visual represantation fo your pawn so in fact it should work


 
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