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    #16
    Thank you, excellent job !

    a possible addition would be a rope swing, although I think that might be possible already using the pole and swinging the pole on collision.

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      #17
      Really impresive

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        #18

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          #19
          nice,I downloaded this right away, im anewbie at UDK so i need to learn generals tutorials , i noticed that the camera in third person goes trhough the walls and buildings? (if you rotate it witht the mouse or whatever)

          will there be updates for this? or its finished completly as you mention?

          btw where did you write the keyboards control because i cant jump from one pole to other one, i couldnt reach the top of the map XD

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            #20
            During the closed test phase I got a different request for how the camera should work from almost every tester. In the end I decided to reduce the camera to a bare minimum to make it possible for people to implement their own, rather than creating several different cameras just in case.

            However, you can simply look up the third person camera tutorial that is mentioned in the readme, it also covers how to always place the camera between player and walls:
            http://forums.epicgames.com/threads/...ith-GOW-camera

            As for the keyboard controls, no I did not write them down, because I forgot but they should all be explained in the video tutorials.
            Pole jumping works by first holding the Crouch-Key (C) and then hitting space.

            greetings

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              #21
              Hey! I saw in the tutorials that you have to change in the script the name of the pole to your own pole object, but is it possible to have multiple poles objects??? How do i do with the script?
              Thank for your answer

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                #22
                Hi,

                yeah, the way Kevin did it is a bit cumbersome, it was meant to explain a bit of the code. You can actually just open the Pole's properties and change the mesh component and collision cylinder directly. The mechanics actually do not care about the mesh, they only use the collision cylinder.

                greetings

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                  #23
                  Ah ok thank!!!

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                    #24
                    Thank you for sharing this!

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                      #25
                      Hi,

                      just a quick update: I added all the keybindings for everything to the readme.

                      greetings

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                        #26
                        Hey, it's a great job!
                        Thank you very much!

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                          #27
                          This is a great kit, thanks for sharing it!

                          Just a question though, how would one go about making red team use the advkit pawn, and blue team use the default UT demo pawn?

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                            #28
                            Amazing!!!

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                              #29
                              This is the most amazing thing, it has pretty much every functionality i want, and it happened just a few months after I got into UDK! Thanks so much.

                              Anyhow, like i said I'm new, my successes so far are limited to importing a custom skeletal mesh and animations into bare UDK with little issues, but here I ran into a problem - when I replace the mesh, animtree, animset & physics lines in AdvKitPawn with my own model, or one of the UT characters, when in game, they get stuck on performing most of the special actions (vaulting, pole climbing, etc.). Any idea what could be causing that, or what I'm missing?

                              I have noticed that the AdvKit default player model's root bone is named Root, as opposed to UT player models' b_root; could this be the discrepency?

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                                #30
                                Originally posted by JustNano View Post
                                Just a question though, how would one go about making red team use the advkit pawn, and blue team use the default UT demo pawn?
                                This is no easy task, for one I haven't looked at how the Teams work at all and second because the kit does not use UTPawn so the other UT code won't work with it. In theory you should be able to extend from UTPawn/UTPlayerController without too many problems, but that would not just make it work. Creating teams for asynchronous gameplay requires a deep knowledge of the UT code in the first place.


                                Originally posted by clayblaze View Post
                                I ran into a problem - when I replace the mesh, animtree, animset & physics lines in AdvKitPawn with my own model, or one of the UT characters, when in game, they get stuck on performing most of the special actions (vaulting, pole climbing, etc.). Any idea what could be causing that, or what I'm missing?

                                I have noticed that the AdvKit default player model's root bone is named Root, as opposed to UT player models' b_root; could this be the discrepency?
                                What names the bones have should not matter. What does matter however is that many special actions rely on Root Motion. If the necessary animations are not present within the Animset the root motion will not be executed, thus the pawn will get stuck. I tried to use as little of it as possible, but for some actions anything else would just result in a headache if it were done by code.


                                greetings

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