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  1. #81

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    Sorry for the double post... I know it is generally frowned upon, but I have a question... Is the usage of the camera in your most recent demo video part of the basic code? I'm not too fond of the whole concept of not being able to move the gun where I look/aim....if you get what I mean. If it's the FP freecam, that makes sense, but if not...I'm kind of confused.


    Basically, when I turn right, I want to move my gun right... I have yet to install the code yet and try it out

  2. #82
    Redeemer
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    Mouse always controlls where you look/aim.
    The freelook is controlled by the head tracking, if you use.
    If you're not interested in head tracking, it is easy to remove/disable.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #83

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    So slowjusko did you hit the nail in the animation issue?

  4. #84

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    -dulplicated post-

  5. #85

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    Quote Originally Posted by slowJusko View Post
    Mouse always controlls where you look/aim.
    The freelook is controlled by the head tracking, if you use.
    If you're not interested in head tracking, it is easy to remove/disable.
    Okay, what controls use headtracking though? As in, what are your set defaults as keys/motions for headtracking?

  6. #86
    Redeemer
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    Quote Originally Posted by Vinny2 View Post
    Which license was used for the source code? MIT? GPL?
    Good question.
    Much of this is simply an extentions of existing UDK classes, so I am not sure what, if anything, could be assigned to it.
    In the readme, I state you can pick it apart, use and abuse it, and that a heads up and a bit of credit would be nice.
    For what ever that is worth
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  7. #87

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    Hey slowJusko
    I just want to thank you for releasing and commenting this code so well, I found it very easy to add to and implement into my own person project
    One of the things that has really been bothering me is how sprinting is triggered? I can't see anywhere where the bool is changed or any exec commands. I had a look through input configs and the only thing assigned to shift is some debug speed up commands (and this was in the engine input configs not the ones actually used). The reason I ask this is because I was trying to assign sprinting to a Xbox Controller command.

    Thanks a lot,

  8. #88
    Redeemer
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    @myleslambert : Yes, I was slack and just hijacked the walk command.

    Code:
    /*
    SetWalking
        KRIS - Used to toggle sprinting and set ground speed.
    */
    event SetWalking(bool bNewIsWalking)
    {
        local vector X, Y, Z, Dir;
        local bool bWasSprinting;
    
        bWasSprinting = bIsSprinting;
    
        if (bNewIsWalking != bWantsToSprint)
            bWantsToSprint = bNewIsWalking;
    
    <bla bla bla>
    Changing it to an XBox style command is easy enough using a server function.
    If you want to try it the UT3/UDK way, you have create your own server move.
    Either way, you will need to add a call from tick() to check for sprinting conditions and set the groundspeed.

    That is one thing not in this demo - customised commands - which is funny because I did a tutorial for that earlier (Advanced Button Actions ).
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  9. #89

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    Thanks for the heads up, I ended up just doing some proper exec functions that get called on the server and alter bRun, which meant I didn't need to change anything with what was already there. I just put this into the PlayerController, this also allows the key to be changed on the pc ofcourse

    Code:
    exec function StartRunning()
    {
      if (RedZedPawn(Pawn).bIsSprinting) return;
    
      if (Role < Role_Authority)
      {
        ServerStartRunning();
      }
      // Client Start Running
      running(true);
    }
    
    reliable server function ServerStartRunning()
    {
      if (Role == Role_Authority)
      {
    	// Server Start Running
    	running(true);
      }
    }
    
    exec function StopRunning()
    {
      if (!RedZedPawn(Pawn).bIsSprinting) return;
    
      if (Role < Role_Authority)
      {
        ServerStopRunning();
      }
      // Client Stop Running
      running(false);
    }
    
    reliable server function ServerStopRunning()
    {
      if (Role == Role_Authority)
      {
    	// Server Stop Running
    	running(false);
      }
    }
    
    simulated function running(bool Running) {
    	if (Running) bRun = 1;
    	else bRun = 0;
    }

  10. #90
    Redeemer
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    Quote Originally Posted by alvarofer0021 View Post
    So slowjusko did you hit the nail in the animation issue?
    I have not looked into it yet.

    Quote Originally Posted by TheSpagster View Post
    Okay, what controls use headtracking though? As in, what are your set defaults as keys/motions for headtracking?
    That is a work in progress
    All the code controlling it is located in tfpFaceAPI.uc.
    A few variables are stored in the Input .ini.
    Code:
    var() config int RecentErrorMargin[eHDIs];
    
    /** How big a neutral sample we should take */
    var() config float RecentSampleTime;
    var() config float MinSampleTime;
    var() config float MaxSampleTime;
    
    /** How big is the area we should consider as dead (totally ignored) */
    var() config int DeadZone[eHDIs];
    
    /** How big is the area we should consider as maximum (totally ignored) */
    var() config int OuterZone[eHDIs];
    The idea is to continually update a 'neutral' head position, removing the need for to manually set it.
    Not happy with it, but its a start.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  11. #91

    Default

    Well i just got a small issue when adding a new animset for a custom weapon

    basicly i just took a look at the anim_base animsetas i need custom leg movement so I just imported the 2 frame poses with the proper names ADD_Ready_CD , Ready_CD etc, the thing is that AFTER i import the poses ( as well the ready_run animation ) the character completly deforms or well only the upper part the torso seems to be fine tough

    i fixed it by disabling //AnimSets(0)=AnimSet'CH_TFP_Male.Anims.Anim_Base'
    in the pawn default properties but now whatever i move left or right it just plays the ready_run animation, or there is no animation for when moving left and right for the upper body?

  12. #92
    Redeemer
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    The ADD_ animation should be created using the animset editor.
    Any animation with "ADD_" prefix is an additive animation created by taking the differences between two animations and storing it.
    See UDN: Additive Animation.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  13. #93

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    Ah i see my mistake

    So i should just import only the Ready_CD etc ones and then convert them into additive animations?

  14. #94
    Redeemer
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    That is correct.
    Either base them on the first frame of the idle animation or on Ready_CC.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  15. #95

    Default

    ok just tried it and it seems to work well except for one thing

    Whatever moving left,right or backwards it seems to repeat the ready_run animation In my case its well a running forward one unarmed so as i move left and right it just repeats itself

    is there a way to play an diferent animation while moving left and right? someting like ready_run_left or im missing someting here?

  16. #96
    Redeemer
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    Check out the UpdateLegsYaw function in tfpPawn.

    Code:
            // When aiming, jumping and so forth, legs match torso angle.
            // Otherwise, legs will follow our movement angle.
            if (!ShouldCenterLegsToTorso() && LegsFollowMovement())
            {
            
                GetAxes(rawRot, X, Y, Z);
                Dir = Normal(Velocity);
    
                // if we're heading backwards ((X Dot Dir) < -0.5)), flip our side direction (Y Dot Dir)
                bBackwards = ((X Dot Dir) < -0.5);
                desiredLegYaw = ((Y Dot Dir) * (bBackwards ? -MaxYawLegsRun : MaxYawLegsRun));
    
                dnDirAngle = (abs(desiredLegYaw - newLegYaw) / 32768.0f) * PI;
                if (bBackwards)
                    dnDirAngle = PI - (dnDirAngle * -1);
                
                // go through all the directional nodes and set dirangle
                for (i = 0; i < DirectionalNodes.length; i++)
                    DirectionalNodes[i].DirAngle = dnDirAngle;
            }
    Remove / change stuff there, it will go back the default UDK/UT3 way - forwards, backwards, move left & move right.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  17. #97

    Default

    Nevermind i just added a blend directional node to the torso Slot so i can keep the legs animset as universal but change the torso movement
    Last edited by alvarofer0021; 06-12-2012 at 11:26 AM.

  18. #98
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    Hmm, started to get an itch to update this... or more to the point, replace with a version based on UDKPawn... along with a basic player model... with custom animations... maybe a gun... even some AI... crazy, eh?
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  19. #99

    Default

    Ok so i tried switching to the Torso Node for playing anims as i needed it so a few animations could follow where the player is aiming but im getting some odd issues

    as example the Left arm starts moving as soon the animation starts as usual but then it gets freezed for some reason and stays in the same position forever

    While the right arm since to move fine

    Last edited by alvarofer0021; 06-24-2012 at 02:37 PM.

  20. #100
    Redeemer
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    Looks like the left arm IK is set to some far off place.
    Make sure it is off or in the correct location.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  21. #101
    The Sacrifice
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    Very good, glad to see someone who has tried this out, ive seen it a few times but i havent seen it very often, keep up the good work, its amazing!
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  22. #102

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    Once again thanks slowJusko for releasing this but i have a small issue with replication

    after merging my code with your new release that includes replication i found a weird issue while testing online

    as soon my client would start moving in any direction the camera movement would start to get sort of "Leaved" one frame behind and after that it gets set to the head location again but it happends every frame so

    Sort of like if it tried to update the position but in a weird way animations, etc etc replicate fine tough, only head location update on movement is when it gets weird

    i could upload a video so you can see the issue clearly

  23. #103
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    Sounds like the camera is updating before your character moves ... which is odd.
    The final camera position should be sorted just before things get rendered.
    Odd... haven't had this issue.

    Yes, please upload the video if you could.
    Can't say I'll have an answer, but I am curious.
    Last edited by slowJusko; 08-16-2012 at 08:09 PM. Reason: Say even
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  24. #104

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    Here it is

    left side Host, right side client


  25. #105
    Redeemer
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    Gah... I wish it was glaringly obvious to me, but I'm still not sure what is going on there.
    As you say, lagging behind.
    Is the camera being updated correcting when a client?
    It should use the same code as the server, but it seems like it may not be.
    Weird...
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  26. #106

    Default

    When im the host it works perfect, on the right screen ( the client) once i start moving the camera somehow gets sort of teleported a few metters away from the player while at the same time it tries to set the location to the player again, as you can see that jittery while moving in any direction

  27. #107

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    Is it also compatible with Unreal Tournament 3?

  28. #108
    Redeemer
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    The basics was created on UT3 before the UDK came out. It could be ported back to UT3, but it would take some effort as there are several differences between the two now. I gave it a shot earlier in the year, but no longer have the time or inclination to complete it. Feel free too
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  29. #109
    Deathless
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    This is not extending from UTgame right ? : P

  30. #110
    MSgt. Shooter Person
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    can u provide another download link please ? i cant download from Gamefront

  31. #111
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    @Neongho: This demo is based off UTGame for the assets/content, but it doesn't matter what you base it off, as long as you adapt the code as necessary.

    @SaMeH: No other links at the moment, sorry
    Gamefront was just handy at the time.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  32. #112
    Deathless
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    Cool , i'll copy some stuff , do i ahve to do anythign special , are you also allowing it ??

  33. #113
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    I'm trying to setup the aiming and positioning for my gun, but the sightsocket and left hand bone doesn't seem to affect anything. I'm guessing that the sight is for the scope material and the positioning is hard coded into the animation set?

    Last edited by nabiul; 10-04-2012 at 04:01 PM.

  34. #114
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    SightSocket is only used when aiming.
    Otherwise, yes, animation dictates weapon position.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  35. #115
    MSgt. Shooter Person
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    By aiming you mean looking down the sights or using the zoomed in scope? The picture I posted is the looking down the sights view and I can't get it aligned using the sightsocket.

    EDIT: Neeeever mind, I just realised that the socket needs to have the x axis facing forward, not the y.

    Haha this looks great. I have to find out how to script in a FOV change when he's aiming. Many thanks for the code my friend.

    The clipping is a bit annoying though when it sways and I found a strange bug; when you're sprinting and holding down forward, if you press the left sidestep key, the game will hangup for as long as you hold it, it doesn't have much effect on the blank level, but the DM map seems to do it.



    Last edited by nabiul; 10-04-2012 at 07:51 PM.

  36. #116
    MSgt. Shooter Person
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    This is great slowJusko, thanks.

    Only question I have is that when I use this game type, there is a green wireframe box around the gun (same as in nabiul's second pic above)... how do I get rid of this (or does it simply go away when using a custom weapon... although nabiul seems to be using a custom weapon and the green wireframe box is still there)? Im using the March 2012 UDK.
    Last edited by Mayan; 10-16-2012 at 02:42 AM.

  37. #117
    MSgt. Shooter Person
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    Kris, I'm trying to get the scope working for the shock rifle with a custom model. How come the scope material no longer attaches to the socket when a different model is used?

  38. #118
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    @Mayan: It is a debug thing in the weapon collision. Go through the tfpPawn.uc, find the weapon collision and disable the debug box.

    Quote Originally Posted by nabiul View Post
    Kris, I'm trying to get the scope working for the shock rifle with a custom model. How come the scope material no longer attaches to the socket when a different model is used?
    @nabiul: Off the top of my head, no clue. Provided the material is set to a mesh and updated, it should render. In the case of tfp demo, the scopes are simple planes with the material assigned. Just a half-arsed approach that worked well enough for testing.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  39. #119
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    Thanks slowJusko... I didn't see it referenced in tfpPawn.uc, but I may have missed it. I'll need to take another look.

  40. #120
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    Thanks I directly applied the material to the weapon mesh. What was happening was that the scope plane was being rendered much farther behind the eye socket, so it wasn't in view; I disabled that now.

    I'm going through adding my own character mesh and skeleton and am running into various issues due to basically everything being different and the mesh being much taller.

    The main problem I'm having is that on idle my character turns to face the right for some reason. If I can stop this from happening, I think I can get by using my own animtree that leaves out most of the skeletal controllers.

    EDIT: I was wondering if you had any earlier versions of TFP with just the basics like sprinting and aiming, or even a basic UTPawn class with the third person mesh visible and eye socket camera.

    I'm going through your code anyways and commenting out stuff that is too complicated for me to reassign to my skeletal mesh, but theres so much stuff and who knows if it will compile at all when I'm done.
    Last edited by nabiul; 10-23-2012 at 06:49 AM.


 
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