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  1. #1
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Posts
    316

    Default my Question about Pawn Translation...

    Hi;

    The question is how could I change my Pawn Mesh origin, in UnrealScript?

    I put this code in my Pawn :

    self.Mesh.Translation.X = -50;

    But it doesn't work....

  2. #2
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,576

    Default

    As far as I know you can't, but there are some uscript options that might work (though not quite as cleanly as adjusting the mesh origin in the modeling program or UEd):
    1. Adjust the PrePivot vector variable (keeping in mind that you will have to add some replication/client side code to get other clients to see the change).
    2. Use the SetBoneLocation or SetBoneDirection functions to change the mesh's rootbone location.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    Meowcat's Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank
    Jetpacks for UT2k4!

  3. #3
    Banned
    Join Date
    Feb 2011
    Location
    BXL/Paris
    Posts
    2,169

    Default

    Code:
    Mesh.SetTranslation(NewTranslation);
    ...and this is not the same engine - return to UDK section.

  4. #4
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Posts
    316

    Default

    VendorX:
    Thanks, it works...


 

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