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    #31

    SpeedTrees


    Name: PKG_DK2007_SpeedTrees_01
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources


    Name: PKG_DK2007_SpeedTrees_02
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources


    Name: PKG_DK2007_SpeedTrees_03
    Type: Package
    Category: SpeedTrees
    UDK version: October 2011
    Author: DK2007
    Download: UDKResources

    Comment


      #32
      Lot's of great stuff there DK2007

      Comment


        #33
        M60 LMG with iron sights



        available from my site
        http://www.mediafire.com/?gip7sgwt79ngiyk

        i get this error :/

        Code:
        /**
         * Iron sights zoom aiming class by DazJW
         *
         
         */
        
        class AimWeaponClass extends UTWeapon
        	HideDropDown
        	abstract;
        
        /** Weapon animations for use while zoomed */
        var(Animations)	array<name>	WeaponFireAnimZoom;
        var(Animations) array<name> WeaponIdleAnimsZoom;
        
        /** Arm animations for use while zoomed */
        var(Animations)	array<name>	ArmFireAnimZoom;
        var(Animations) array<name> ArmIdleAnimsZoom;
        
        /** Original UT3 values from UTPawn for use while not zoom aiming */
        var float BaseGroundSpeed;
        var float BaseAirSpeed;
        var float BaseWaterSpeed;
        var float BaseJumpZ;
        
        /** New values for use while zoom aiming */
        var float ZoomGroundSpeed;
        var float ZoomAirSpeed;
        var float ZoomWaterSpeed;
        var float ZoomJumpZ;
        
        /** Spread value while zoom aiming */
        var float SpreadScoped;
        
        /** Spread value while not zoom aiming */
        var float SpreadNoScoped;
        
        /** Boolean for if the player is zoom aiming */
        var bool AmIZoomed;
        
        /** Boolean for if the crosshair should be displayed */
        var bool bDisplayCrosshair;
        
        /** Amount of FOV to subract from FOV when zoomed */
        var float ZoomedFOVSub;
        
        /** Zoom minimum time, from UT3 Sniper Rifle*/
        var bool bAbortZoom;
        
        /** Tracks number of zoom started calls, from UT3 Sniper Rifle */
        var int ZoomCount;
        
        /** Tell the server that the client needs this information */
        replication
        {
          if ( Role == ROLE_Authority )
        	AmIZoomed;
        }
        
        /** Function to run when zooming in or out, checks the AmIZoomed boolean and decides which set of properties to use */
        server reliable function CheckMyZoom()
        {
                Local Pawn P;
                P = Pawn(Owner);
        	if (AmIZoomed == true)
        	{
                	P.GroundSpeed = Default.ZoomGroundSpeed;
                	P.AirSpeed = Default.ZoomAirSpeed;
                	P.WaterSpeed = Default.ZoomWaterSpeed;
                	P.JumpZ = Default.ZoomJumpZ;
        		Spread[CurrentFireMode] = Default.SpreadScoped;
        		FireInterval[CurrentFireMode] = Default.FireInterval[CurrentFireMode]/1.25;
        
        	}
        	else
        	{
                	P.GroundSpeed = Default.BaseGroundSpeed;
                	P.AirSpeed = Default.BaseAirSpeed;
                	P.WaterSpeed = Default.BaseWaterSpeed;
                	P.JumpZ = Default.BaseJumpZ;
        		Spread[CurrentFireMode] = Default.SpreadNoScoped;
        		FireInterval[CurrentFireMode] = Default.FireInterval[CurrentFireMode];
        	}
        }
        
        /** This adds to the Activate function to force CheckMyZoom when the weapon is equipped so we get the proper values for not zoom aiming */
        simulated function Activate()
        {
        	CheckMyZoom();
        	GetSetFOV();
        	super.Activate();
        }
        
        /** Checks the DisplayCrosshair boolean and acts accordingly, unedited from UT3 Sniper Rifle */
        simulated function DrawWeaponCrosshair( Hud HUD )
        {
        	local UTPlayerController PC;
        
        	if( bDisplayCrosshair )
        	{
        		PC = UTPlayerController(Instigator.Controller);
        		if ( (PC == None) || PC.bNoCrosshair )
        		{
        			return;
        		}
        		super.DrawWeaponCrosshair(HUD);
        	}
        }
        
        /** This retrieves the Player's FOV setting for later reference */
        simulated function GetSetFOV()
        {
        	local UTPlayerController PC;
        	PC = UTPlayerController(Instigator.Controller);
        	ZoomedTargetFOV = PC.FOVAngle - ZoomedFOVSub;
        }
        
        /** This runs when you right click to zoom aim - it turns the crosshair off, plays the zoom in animation for the weapon and arms and calls the GotoZoom, PlayMyZoomIdle and ServerGotoZoom functions */
        simulated function StartZoom(UTPlayerController PC)
        {
        	ZoomCount++;
        	if (ZoomCount == 1 && !IsTimerActive('Gotozoom') && IsActiveWeapon() && HasAmmo(0) && Instigator.IsFirstPerson())
        	{
        		bAbortZoom = false;
        		bDisplayCrosshair = false;
        		PlayWeaponAnimation('WeaponZoomIn',0.2);
        		PlayArmAnimation('WeaponZoomIn',0.2);
        		SetTimer(0.2, false, 'Gotozoom');
        		SetTimer(0.2,false,'PlayMyZoomIdle');
        		if( Role < Role_Authority )
        		{
        			// if we're a client, synchronize server
        			SetTimer(0.2, false, 'ServerGotozoom');
        		}
        	}
        }
        
        /** Subtracts the ZoomedFOVSub value in default properties from the players FOV to zoom in, sets AmIZoomed to true and calls the CheckMyZoom function which will return true and set the zoom aiming values as AmIZoomed is set to true */
        simulated function Gotozoom()
        {
        	local UTPlayerController PC;
        
        	PC = UTPlayerController(Instigator.Controller);
        	if (GetZoomedState() == ZST_NotZoomed)
        	{
        		if (bAbortZoom) // stop the zoom after 1 tick
        		{
        			SetTimer(0.0001, false, 'StopZoom');
        		}
        		PC.FOVAngle = ZoomedTargetFOV;
        		PC.StartZoom(ZoomedTargetFOV, ZoomedRate);
        	}
        	AmIZoomed = true;
        	CheckMyZoom();
        }
        
        /** Server version of the above to make sure everything is in sync, doesn't set the zoom level because that is a client side visual change */
        reliable server function ServerGotoZoom()
        {
        	AmIZoomed = true;
        	CheckMyZoom();
        }
        
        /** This runs when you right click to leave zoom aim mode and calls LeaveZoom and ServerLeaveZoom so everything is in sync again */
        simulated function EndZoom(UTPlayerController PC)
        {
        	bAbortZoom = false;
        	if (IsTimerActive('Gotozoom'))
        	{
        		ClearTimer('Gotozoom');
        	}
        	SetTimer(0.001,false,'LeaveZoom');
        	if( Role < Role_Authority )
        	{
        		// if we're a client, synchronize server
        		SetTimer(0.001,false,'ServerLeaveZoom');
        	}
        }
        
        /** This reverses the effects of StartZoom - it resets the zoom level, plays the zoom out animation for the weapon and arms, runs RestartCrosshair which makes the crosshair visible again, sets AmIZoomed to false and runs CheckMyZoom which returns false and sets us back to the original values for everything */
        simulated function LeaveZoom()
        {
        
        	local UTPlayerController PC;
        	PC = UTPlayerController(Instigator.Controller);
        	if (PC != none)
        	{
        		PC.EndZoom();
        	}
        	ZoomCount = 0;
        	PlayWeaponAnimation('WeaponZoomOut',0.3);
        	PlayArmAnimation('WeaponZoomOut',0.3);
        	SetTimer(0.3,false,'RestartCrosshair');
        	AmIZoomed = false;
        	bAbortZoom = false;
        	CheckMyZoom();
        }
        
        /** Server version of the above, doesn't reset the zoom level because it was never changed server side and doesn't play the animations because they're a client side visual effect */
        reliable server function ServerLeaveZoom()
        {
        	AmIZoomed = false;
        	CheckMyZoom();
        
        }
        
        /** This stops the zooming in, unedited from UT3 Sniper Rifle */
        simulated function StopZoom()
        {
        	local UTPlayerController PC;
        
        	if (WorldInfo.NetMode != NM_DedicatedServer)
        	{
        		PC = UTPlayerController(Instigator.Controller);
        		if (PC != None && LocalPlayer(PC.Player) != none)
        		{
        			PC.StopZoom();
        		}
        	}
        }
        
        /** This turns the crosshair on, unedited from the UT3 Sniper Rifle */
        simulated function RestartCrosshair()
        {
        	bDisplayCrosshair = true;
        }
        
        /** This adds LeaveZoom to the PutDownWeapon function in UTWeapon so we get our original zoom level, etcetera back if we switch weapons while zoom aiming, unedited from the UT3 Sniper Rifle */
        simulated function PutDownWeapon()
        {
        	LeaveZoom();
        	Super.PutDownWeapon();
        }
        
        /** This stops autoswitching to a newly picked up weapon while zoom aiming, unedited from the UT3 Sniper Rifle */
        simulated function bool DenyClientWeaponSet()
        {
        	// don't autoswitch while zoomed
        	return (GetZoomedState() != ZST_NotZoomed);
        }
        
        /** This forces a zoom out if you enter a vehicle while zoom aiming, unedited from the UT3 Sniper Rifle */
        simulated function HolderEnteredVehicle()
        {
        	local UTPawn UTP;
        
        	PlayWeaponAnimation('WeaponZoomOut', 0.3);
        
        	if (WorldInfo.NetMode != NM_DedicatedServer)
        	{
        		UTP = UTPawn(Instigator);
        		if (UTP != None)
        		{
        			// Check we have access to mesh and animations
        			if (UTP.ArmsMesh[0] != None && ArmsAnimSet != None && GetArmAnimNodeSeq() != None)
        			{
        				UTP.ArmsMesh[0].PlayAnim('WeaponZoomOut', 0.3, false);
        			}
        		}
        	}
        }
        
        /** Adds to UTweapon's PlayWeaponPutDown to stop zoom aiming related stuff if we switch away from the weapon */
        simulated function PlayWeaponPutDown()
        {
        	ClearTimer('GotoZoom');
        	ClearTimer('StopZoom');
        	if(UTPlayerController(Instigator.Controller) != none)
        	{
        		UTPlayerController(Instigator.Controller).EndZoom();
        	}
        	super.PlayWeaponPutDown();
        }
        
        /** Overwrites UTweapon's PlayFireEffects to decide whether we should be playing the normal fire animation or the zoom aiming firee animation */
        simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
        {
        	if (AmIZoomed == true)
        	{
        	if ( FireModeNum < WeaponFireAnim.Length && WeaponFireAnim[FireModeNum] != '' )
        		PlayWeaponAnimation( WeaponFireAnimZoom[FireModeNum], GetFireInterval(FireModeNum) );
        	if ( FireModeNum < ArmFireAnim.Length && ArmFireAnim[FireModeNum] != '' && ArmsAnimSet != none)
        		PlayArmAnimation( ArmFireAnimZoom[FireModeNum], GetFireInterval(FireModeNum) );
        	}
        	else
        	{
        	if ( FireModeNum < WeaponFireAnim.Length && WeaponFireAnim[FireModeNum] != '' )
        		PlayWeaponAnimation( WeaponFireAnim[FireModeNum], GetFireInterval(FireModeNum) );
        	if ( FireModeNum < ArmFireAnim.Length && ArmFireAnim[FireModeNum] != '' && ArmsAnimSet != none)
        		PlayArmAnimation( ArmFireAnim[FireModeNum], GetFireInterval(FireModeNum) );
        	}
        	// Start muzzle flash effect
        	CauseMuzzleFlash();
        
        	ShakeView();
        }
        
        /** Adds to UTweapon's Active state to decide whether we should be playing the normal idle animation or the zoom aiming idle animation */
        simulated state Active
        {
        	simulated event OnAnimEnd(optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime)
        	{
        		local int IdleIndex;
        
        		if ( WorldInfo.NetMode != NM_DedicatedServer && WeaponIdleAnims.Length > 0 )
        		{
        	if (AmIZoomed == true)
        	{
        			IdleIndex = Rand(WeaponIdleAnimsZoom.Length);
        			PlayWeaponAnimation(WeaponIdleAnimsZoom[IdleIndex], 0.0, true);
        			if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
        			{
        				PlayArmAnimation(ArmIdleAnimsZoom[IdleIndex], 0.0,, true);
        			}
        	}
        	else
        	{
        			IdleIndex = Rand(WeaponIdleAnims.Length);
        			PlayWeaponAnimation(WeaponIdleAnims[IdleIndex], 0.0, true);
        			if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
        			{
        				PlayArmAnimation(ArmIdleAnims[IdleIndex], 0.0,, true);
        			}
        	}
        		}
        	}
        }
        
        /** Plays the zoom aiming versions of the idle animations for the weapon and arms */
        simulated function PlayMyZoomIdle()
        {
        		local int IdleIndex;
        		IdleIndex = Rand(WeaponIdleAnims.Length);
        		PlayWeaponAnimation(WeaponIdleAnimsZoom[IdleIndex], 0.0, true);
        		if(ArmIdleAnims.Length > IdleIndex && ArmsAnimSet != none)
        		{
        			PlayArmAnimation(ArmIdleAnimsZoom[IdleIndex], 0.0,, true);
        		}
        }
        
        defaultproperties
        {
        	//
        	//These values do not need to be present in your weapon class if you extend this class
        	//
        
        	//This is necessary so secondary fire doesn't actually fire
        	InstantHitDamageTypes(1)=None
        	FiringStatesArray(1)=Active
        	FireInterval(1)=+0.00001
        
        	//This defines the animations for the arms and the weapon while zoom aiming
        	WeaponFireAnimZoom(0)=WeaponZoomFire
        	WeaponIdleAnimsZoom(0)=WeaponZoomIdle
        	ArmFireAnimZoom(0)=WeaponZoomFire
        	ArmIdleAnimsZoom(0)=WeaponZoomIdle
        
        	//This sets which fire mode is zoom mode
        	bZoomedFireMode(0)=0
        	bZoomedFireMode(1)=1
        
        	//This says to display the crosshair when the weapon is first equipped
        	bDisplaycrosshair = true;
        
        	//This vastly reduces the weapon bob effect when landing from a jump or fall in order to prevent model clipping while aiming
        	JumpDamping=0.1
        
        	//These reduce the weapon lagging behind the crosshair effect to ensure the sights are properly lined up when you enter zoom aiming mode
        	MaxPitchLag=40
        	MaxYawLag=50
        
        	//Original UT3 movement values to use while not zoom aiming
        	BaseGroundSpeed=440.0
        	BaseAirSpeed=440.0
        	BaseWaterSpeed=220.0
        	BaseJumpZ=322.0
        
        	//This says the weapon isn't zoom aiming when the weapon is first equipped
        	AmIZoomed=false
        
        	//This sets how fast we want to zoom, a very high value gives an instant zoom rather than the UT3 Sniper Rifle's hold to zoom setup
        	ZoomedRate=300000.0
        
        	//
        	//This value does not need to be present in your weapon class but can be if you wish to have a different amount of zoom while zoom aiming
        	//
        
        	//This sets how much we want to zoom in, this is a value to be subtracted because smaller FOV values are greater levels of zoom
        	ZoomedFOVSub=60.0
        
        	//
        	//These values should be present in your weapon class and be altered to suit your needs
        	//
        
        	//This is the spread value for use while zoom aiming, smaller number is more accurate
        	SpreadScoped=0.0025
        
        	//This is the spread value for use while not zoom aiming, larger number is less accurate
        	SpreadNoScoped=0.045
        
        	//New lower speed movement values for use while zoom aiming
        	ZoomGroundSpeed=210.0
        	ZoomAirSpeed=340.0
        	ZoomWaterSpeed=110.0
        	ZoomJumpZ=256.0
        }
        this is the coding that i used from your download, i did nothing to it

        Comment


          #34
          also i get this when i place the UTEmit_blood in the UTGame classes folder:

          http://www.mediafire.com/?gbm5svkgrcokv78

          here is the coding:

          Code:
          /**
           *
           * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
           */
          
          
          /** superclass of damagetypes that cause hit players to burst into flame */
          class DmgType_blood extends UTDamageType
          	HideDropDown
          	abstract;
          
          /** SpawnHitEffect()
           * Possibly spawn a custom hit effect
           */
          static function SpawnHitEffect(Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation)
          {
          	local UTEmit_blood BF;
          	local vector EffectLocation;
          	local TraceHitInfo MyHitInfo;
          	local UTPawn UTP;
          
          	UTP = UTPawn(P);
          	if (UTP != None && !UTP.bGibbed && Damage > FMin(95, 0.19 * P.HealthMax))
          	{
          		EffectLocation = HitLocation;
          
          		if ( BoneName == '' )
          		{
          			MyHitInfo.HitComponent = P.Mesh;
          			P.CheckHitInfo( MyHitInfo, P.Mesh, Momentum, EffectLocation );
          			BoneName = MyHitInfo.BoneName;
          			if ( (BoneName == '') && (UTPawn(P) != None) )
          			{
          				EffectLocation = 0.5 * (HitLocation + P.Location);
          				EffectLocation.Z = HitLocation.Z;
          			}
          		}
          
          		BF = P.Spawn(class'UTEmit_blood',P,, EffectLocation, rotator(Momentum));
          		BF.AttachTo(P, BoneName);
          		BF.LifeSpan = GetHitEffectDuration(P, Damage);
          	}
          }
          
          static function float GetHitEffectDuration(Pawn P, float Damage)
          {
          	return (P.Health <= 0) ? 5.0 : 5.0 * FClamp(Damage * 0.01, 0.5, 1.0);
          }
          
          defaultproperties
          {
          	GibTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
          }

          Comment


            #35
            sorry for the delay in answering,i didnt spot your post.unfortunatly im not a very experienced coder and the m60 was the result of my working my way thruogh the ironsights code.i believe the origional code was for ut3 and i had to do bit of trial and error to get it to work.i imagine that the problem lies in the fact that you are using a much newer version of udk than me and things change from build to build.i have been tempted to move to the latest build because it offers a performace increase.if i do,i will look at the code again.untill then,can i suggest you look through the ironsights tutorial(the link is on my site)and have a mess.it took me two weeks to get mine to work,but was a very rewarding experience.good luck.

            Comment


              #36
              I have taken a look and it could be very simple and I think the emitter is gone or renamed
              I would try changing it to UTEmit_BloodSpray

              Comment


                #37
                StargateSttuff pack 1

                Name: StargateStuff pack 1!
                Type: Package + models (.ase)
                Category: StaticMesh
                UDK version: Newest (July 2011)
                Screen:

                Download: !!HERE ON FILEBEAM!!
                Author: Cartman300 (me xD)
                Description: If someone wants to script it PM me
                BTW i forgot to mention atlantis console DHD is broken for some reason, not all polygons are visible. Some are invisible

                Comment


                  #38
                  DK2007:
                  Thanks a lot for those fantastic textures and all who uploaded their hard work to share.

                  Comment


                    #39
                    Originally posted by Cartman300 View Post
                    [B]Name: StargateStuff pack 1!
                    Type: Package + models (.ase)
                    Category: StaticMesh
                    UDK version: Newest (July 2011)
                    *snipped*

                    Nice Chappa'ai !!!

                    Comment


                      #40
                      oooops......
                      Attached Files

                      Comment


                        #41
                        update for the m60.



                        thanks to the guys in the forums for the help updating.

                        Comment


                          #42
                          Thanks for these great assets.

                          Comment


                            #43
                            Hi everyone thank you for this cool assets
                            I have a little problem using The asset with the VH_Fire i'm sure that problem is the fact that i'm using a pretty new version of udk but i'm sure is not that hard to fix
                            So the problem is that the wheels are so close to the body of the vehicle so they do really a weird sound which never stop . Actually the sound start when you get on the vehicle not just by driving it and sometimes when i crash into a building or something like that i just got the camera shaking and she doesn't stop after a long period
                            So hope you can help on that and thanks
                            PS: i have tried increasing the suspension but it doesn't work
                            A picture may help
                            http://www.casimages.com/img.php?i=1...0753745841.jpg

                            Comment


                              #44
                              wow what map are you using? Looks real nice.

                              Comment


                                #45
                                Cool that you like i will show the whole map when i get it all done here is another picture using the car for mobile games
                                But that car i can't really use it since i don't have the source like the other one so i can't build my own vehicle

                                Comment

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