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WIP Hax Hazard-mini game
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thanks buddy :P
class MyPawn extends UTPawn;
var float CamOffsetDistance; //distance to offset the camera from the player in unreal units
var float CamMinDistance, CamMaxDistance;
var float CamZoomTick; //how far to zoom in/out per command
var float CamHeight; //how high cam is relative to pawn pelvis
//stop aim node from aiming up or down
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
super.PostInitAnimTree(SkelComp);
AimNode.bForceAimDir = true; //forces centercenter
}
simulated event PostBeginPlay()
{
super.PostBeginPlay();
`Log("Custom Pawn up"); //debug
}
//override to make player mesh visible by default
simulated event BecomeViewTarget( PlayerController PC )
{
local UTPlayerController UTPC;
Super.BecomeViewTarget(PC);
if (LocalPlayer(PC.Player) != None)
{
UTPC = UTPlayerController(PC);
if (UTPC != None)
{
//set player controller to behind view and make mesh visible
UTPC.SetBehindView(true);
SetMeshVisibility(UTPC.bBehindView);
UTPC.bNoCrosshair = true;
}
}
}
//only update pawn rotation while moving
simulated function FaceRotation(rotator NewRotation, float DeltaTime)
{
// Do not update Pawn's rotation if no accel
if (Normal(Acceleration)!=vect(40,-75,40))
{
if ( Physics == PHYS_Ladder )
{
NewRotation = OnLadder.Walldir;
}
else if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
{
NewRotation = rotator((Location + Normal(Acceleration))-Location);
NewRotation.Pitch = 0;
}
SetRotation(NewRotation);
}
}
//orbit cam, follows player controller rotation
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
local vector HitLoc,HitNorm, End, Start, vecCamHeight;
vecCamHeight = vect(0,0,0);
vecCamHeight.Z = CamHeight;
Start = Location;
End = (Location+vecCamHeight)-(Vector(Controller.Rotation) * CamOffsetDistance); //cam follow behind player controller
out_CamLoc = End;
//trace to check if cam running into wall/floor
if(Trace(HitLoc,HitNorm,End,Start,false,vect(12,12 ,12))!=none)
{
out_CamLoc = HitLoc + vecCamHeight;
}
//camera will look slightly above player
out_CamRot=rotator((Location + vecCamHeight) - out_CamLoc);
return true;
}
exec function CamZoomIn()
{
`Log("Zoom in");
if(CamOffsetDistance > CamMinDistance)
CamOffsetDistance-=CamZoomTick;
}
exec function CamZoomOut()
{
`Log("Zoom out");
if(CamOffsetDistance < CamMaxDistance)
CamOffsetDistance+=CamZoomTick;
}
defaultproperties
{
CamHeight = 80.0
CamMinDistance = 40.0
CamMaxDistance = 350.0
CamOffsetDistance=250.0
CamZoomTick=20.0
}
Sorry if thats a bit messy but how would i change my physics? ...just add Physics=PHYS_walking to Default properties? please help
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