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  1. #41

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    Quote Originally Posted by alvarofer0021 View Post
    tfpPawn check the StopAltFire function and ToggleIronSights
    I checked tfpawn and couldn't find any funcitons like that ! . however i came acroos this "AdjustToWeaponSight" but still didn't find the "StopAltFire", also one more question @slowJusko i saw another tutorial done by you where u added eye sockets and all that ! do i have to do that in order for this ADS to work ?

  2. #42

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    Sorry my bad its StopFire() There you can check ToggleAim() and for the ADS to work you only need an socket called SightSocket in your weapon also for the true fps view to work you need the eyes socket too

  3. #43
    MSgt. Shooter Person
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    Default

    nice pack

    how to remove from the script that way: they are near an object leaves the gun down and can not shoot ..

  4. #44

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    Quote Originally Posted by alvarofer0021 View Post
    Sorry my bad its StopFire() There you can check ToggleAim() and for the ADS to work you only need an socket called SightSocket in your weapon also for the true fps view to work you need the eyes socket too
    ohk so here is what i did.. i opened UDK and added a new socket for the link gun and named it "GunAimAdjustNode" and below is the code in my pawn class.. when I compile , I get an error message " Error, Bad or missing Expression in if "

    Code:
    class AwesomePawn extends UTPawn;
    
    var bool bWeaponAiming;
    var float fDelayStartFire;
    var bool bWantsToFire;
    var float fChangeAimTime;
    var SkelControlSingleBone GunAimAdjustNode;
    
    simulated function StopFire(byte FireModeNum)
    {
    	if (FireModeNum != 1)
    		bWantsToFire = false;
    
    	if (fDelayStartFire > WorldInfo.TimeSeconds)
    		return;
    
    	// toggle aim on release, if we weren't holding it down (which is something else again)
    	if ((Weapon != None) && (FireModeNum == 1) && !bNoWeaponFiring)
    	{
    		 //if we're a client, synchronize server
    		if (Role < Role_Authority)
    			ServerToggleAim();
    		ToggleAim();
    		return;
    	}
    	
    	Super.StopFire(FireModeNum);
    }
    reliable server function ServerToggleAim()
    {
    	ToggleAim();
    }
    simulated function ToggleAim()
    {
    	if (GunAimAdjustNode == None)
    		return;
    
    	if (bIsSprinting)
    	{
    		if (bWeaponAiming)
    			fChangeAimTime = WorldInfo.TimeSeconds + TimeToChangeAim;
    		bWeaponAiming = false;
    	}
    	else
    	{
    		fChangeAimTime = WorldInfo.TimeSeconds + TimeToChangeAim;
    		bWeaponAiming = !bWeaponAiming;
    	}
    	
    	//bIsWalking = bWeaponAiming;
    	GunAimAdjustNode.BoneTranslation = tfpWeapon(Weapon).aimOffset;
    
    	// aiming, blend in...
    	if (bWeaponAiming)
    	{
    		//GunAimAdjustNode.SetSkelControlActive(true);
    		GunAimAdjustNode.SetSkelControlStrength(1.0f, TimeToChangeAim);
    		HeadAimAdjustNode.SetSkelControlStrength(1.0f, TimeToChangeAim);
    	}
    	// not aiming, blend out...
    	else
    	{
    		GunAimAdjustNode.SetSkelControlStrength(0.0f, TimeToChangeAim);
    		HeadAimAdjustNode.SetSkelControlStrength(0.0f, TimeToChangeAim);
    	
    	}
    }
    
    
    
    DefaultProperties
    {
    }

  5. #45

    Default

    You are not supposed to add a new socket what i meant is OPEN your skeletal mesh weapon in the UDK Editor and CREATE the socket there

    if you really wanna change the name of the socket that is used in the code(so your weapon socket name can be diferent) find every reference to the SightSocket and rename it to your own

  6. #46

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    Quote Originally Posted by alvarofer0021 View Post
    You are not supposed to add a new socket what i meant is OPEN your skeletal mesh weapon in the UDK Editor and CREATE the socket there
    That is exactly what I did , I opened the skeletal mesh and added a new socket. When asked for a name , I named it "GunAimAdjustNode".



    I found a variable
    Code:
    var SkelControlSingleBone GunAimAdjustNode;;
    in the original code and so i decided to give that name to the socket. i didn't change anything at all , there is also a second variable named
    Code:
    var SkelControlSingleBone HeadAimAdjustNode;
    I'm not sure which one is supposed to be the socket name. I just copy pasted the two functions and the variables from the original code... and changed this line
    Code:
    GunAimAdjustNode.BoneTranslation = tfpWeapon(Weapon).aimOffset;
    to
    Code:
    GunAimAdjustNode.BoneTranslation = UTWeapon(Weapon).aimOffset;
    .

  7. #47

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    ....GunAimAdjustNode is a NODE For animtrees why are you even using that


    You just need to create a new socket NAMED SIGHTSOCKET and thats it and if your using this you shouldnt change the script reference from tfpWeapon to UTWeapon since TFPWeapon its exactly the same as UTWeapon except it only has the checks and functions for attachments/third person version of the weapon

  8. #48

    Default

    Quote Originally Posted by alvarofer0021 View Post
    ....GunAimAdjustNode is a NODE For animtrees why are you even using that
    You just need to create a new socket NAMED SIGHTSOCKET
    oh god this is embarrassing .. but isn't that how u add sockets ? (using the socket manager) .. or is there another way ?

    sorry , but i'm still learning

  9. #49

    Default

    yes you do use the SocketManager for creating sockets but im telling you that the GunAimAdjustedNode is not the socket name you need to use its a node that its used in the character animtree

    Now you only need a socket Named SightSocket and thats all that you need for the iron sight to work

  10. #50
    MSgt. Shooter Person
    Join Date
    Sep 2010
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    127

    Default

    How would one get hitzones to work? I noticed headshots no longer work with this.

  11. #51
    MSgt. Shooter Person
    Join Date
    Jan 2012
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    179

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    wheres the cross hairs on hip firing mode
    zen_shen

  12. #52

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    Quote Originally Posted by slowJusko View Post
    Update in the works, based on October 11 version of UDK.
    @slowJusko, where is the update available for download? Is it compatible with December 2011 version of UDK? Thanks.

  13. #53
    Redeemer
    Join Date
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    Default

    Shouldn't be too much of a problem.
    I've got it on the Feb 2012 base at the moment, albeit updated.
    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.

  14. #54

    Default

    Hey,
    I just installed your Source on my game, but when I try to start a game I can't press Enter or anything else to begin the match.
    What did I do wrong?

  15. #55

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    Quote Originally Posted by slowJusko View Post
    Shouldn't be too much of a problem.
    I've got it on the Feb 2012 base at the moment, albeit updated.
    @slowJusko, can you share a download link to your updated version?

    I think your first post on this thread only listed a download link for your first release (September 2011). I'm having some problems which might be because of using your classes and thought if I had access to your updated version that might resolve the issues. Thanks.

  16. #56
    Redeemer
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    Default

    Been busy being a dad & other real life things, but when I'm more happy with it, I'll upload it.
    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. #57
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    117

    Default

    Hello

    And I have a problem ... someone help me with the camera (first person) to pawn ...

    This picture is TFPGame near a wall ..

    http://uploadimage.ro/images/68147584637678120701.png

    This is UTGame near a wall:

    http://uploadimage.ro/images/64661145320967736878.jpg




    How can I make camera to see that UTGame TFPGame?


    near a wall when I do not want the gun to pass through it

  18. #58
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Location
    Toronto, Canada
    Posts
    143

    Default

    Hey. Wondering if anyone can help -

    I downloaded the files and overwrote then in my udk install, complied scripts..in the editor I selected tfp game type, but when I play in the editor I see no differ

    ence from ut deathmatch.. How do I properly implement this?

    Thanks in advance!

  19. #59

    Default

    Confusion: For default the latest tfp version makes it so when your gun touches a wall it will lower down so it wont go trough it

    and for motherjava Would you mind posting an screenshot? the diference would be that you can use Iron sight on all the weapons and can see your whole body(and sprint)

  20. #60
    MSgt. Shooter Person
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    Default

    thanks for the quick reply.. I'll post a screenshot as soon as I'm back at my computer.. what button is supposed to be bound to the iron sight. Right mouse doesn't work for me

  21. #61

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    then you probably installed it wrong since if your using an tfpWeapon sub class(tfpweap_linkgun etc) it should work

  22. #62
    MSgt. Shooter Person
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    K thanks. What are the key bindings for sprint, iron sight etc?

  23. #63

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    sprint = left shift ,iron sight = right click

  24. #64
    Redeemer
    Join Date
    Oct 2007
    Location
    Victoria, Australia
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    1,038

    Default

    Ok, updated code base to March 2012.
    Replication works, just working on syncing server/client animations and random elements.
    Shots will fly off to the left, clients weapon will be pointing right.
    Expected as much, already had ideas on how to compensate which I am working on now.
    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.

  25. #65
    Redeemer
    Join Date
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    • Runs on March 2012 version of UDK.
    • Fixed replication issues.
    • Fixed swimming animations.
    • Fixed being in vehicle.
    • Added support for Seeing Machines FaceAPI.

    The video above is a dedicated server with some bots and one client connected running on the same machine.
    Needs clean up and more comments, but getting there.
    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. #66
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    148

    Default

    Beautiful! and it appears that you tweaked their animations quite a bit, not just the camera! (or is it just the camera?)
    http://i46.servimg.com/u/f46/15/86/17/59/stirwo11.jpg

    I have a fairly extensive knowledge of Blender and GIMP. You can PM me any questions you have on either of these, and I'll do my best to answer them.

  27. #67
    Redeemer
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    1,038

    Default

    Animation updates & tweaks, yes.
    Camera changes, no, aside from FaceAPI support.
    Been cleaning up and fixing annoyances, like with sprinting:
    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.

  28. #68

    Default

    hmm. I installed it as directed by the readme, but when I run UDK Game, none of your changes seem to be in place. I am on the march udk.
    Last edited by ghoststrykr; 04-09-2012 at 09:00 PM.

  29. #69
    Redeemer
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    Default

    Need to make sure you run one of the included game types - like tfpGame.
    Otherwise it does not use the correct Pawn or Player Controller.
    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.

  30. #70
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Posts
    265

    Default

    From what I can see with your video, you use a skeletal control to slightly raise the arm up to simulated sprinting?

    I'm also implementing a sprinting mechanic and I'd like to know is it better to animate the sprinting or use a skeletal control (If that's what you did)?

  31. #71
    Redeemer
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    The skeletal controller is 'good enough', but it would be better to animate it to get the exact look you want.
    That is the case with most of the added skeletal controllers in the TFP demo - good enough for it.
    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. #72
    Redeemer
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    New version up: 2012-04-18, based on UDK-2012-03.
    • Full replication.
    • FaceAPI support.
    • Bug fixes.
    • Stuff.


    Might create a newer video later.
    Any problems, questions, feel free to post.

    Have a good one.

    -Kris
    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.

  33. #73

    Default

    looks really nice i just gave it a try but whatever i Play an TopHalfAnimation or FullBodyAnimation and try to move backwards,right or left this happends



    The body rotates way too much when it really shouldnt

  34. #74
    Redeemer
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    This using the TFP anim tree?
    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. #75

    Default

    yeah it is

  36. #76
    Redeemer
    Join Date
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    Default

    Could be one or more skeletal controllers causing the issue.
    I'll have to check it out.
    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.

  37. #77

    Default

    It only happends when i try to move while im playing an aniamtion trough tophalf or full body anim slots tough

  38. #78
    MSgt. Shooter Person
    Join Date
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    Default

    I love how this works. It can greatly speed up development, since it gets rid of the 1st person mesh and animation, relying only on 3rd person models. Thank you! Which license was used for the source code? MIT? GPL?

  39. #79
    MSgt. Shooter Person
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    Gamertag: Koning Stoma

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    Quote Originally Posted by Vinny2 View Post
    I love how this works. It can greatly speed up development, since it gets rid of the 1st person mesh and animation, relying only on 3rd person models. Thank you!
    I concur. Its very solid.

  40. #80

    Default

    Quote Originally Posted by koningStoma View Post
    I concur. Its very solid.
    True, but the problem is that some animations do better using FP only models. Though it is much more efficient than UDK's base material since you can see FP arms as well as your gun without making separate models and rigging for arms.


 
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