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my Custom character become a mess after dying :/

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  • replied
    try to create a new physicsasset and use my pawn code maybe il will help you

    Leave a comment:


  • replied
    Hello,

    I have a similar problem.

    I have a pawn with physsicAsset(run fine in Paht editor), but in the game in the dying state I run InitRagdoll() function and my pawn cross all in ragdoll mode.

    As you did for your pawn in the game does not cross the floor?

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  • replied
    exactly what i was looking for thank you very much

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  • replied
    Originally posted by pcmaster24 View Post
    Mann it's a real pain !
    thx geodav ,do you have any good tutorial please ?
    Here's a 3 part tutorial by lexluthernumber1: http://www.youtube.com/playlist?list...8&feature=plcp
    Geodav's tutorial: http://www.youtube.com/watch?v=intwq...ure=plpp_video

    Leave a comment:


  • replied
    Mann it's a real pain !
    thx geodav ,do you have any good tutorial please ?

    Leave a comment:


  • replied
    i'd say your physicsasset needs re-doing

    Leave a comment:


  • started a topic my Custom character become a mess after dying :/

    my Custom character become a mess after dying :/

    hi everyone
    i created 2 character and imported them in UDK then i created my own Animtree and PhysicAssets

    everything works fine exepct when my character (or my AI pown) die ,he become a mess like in the picture below
    i tried to put a custom animation in the animtree when he become a rigidbody but nothing change :/





    here is my custom pawn code if something is missing please tell me

    Code:
    //==============================================================================
    // AlphaPawn
    //
    //==============================================================================
    
    class AlphaBotPawn extends UTPawn;
    
    //disabled default functions
    var bool bCanDodge;
    var bool bCanFire;
    
    //custom character
    var SkeletalMesh defaultMesh;
    var MaterialInterface defaultMaterial0;
    var AnimTree defaultAnimTree;
    var array<AnimSet> defaultAnimSet;
    var AnimNodeSequence defaultAnimSeq;
    var PhysicsAsset defaultPhysicsAsset;
    
    
    simulated event PostBeginPlay()
    {
    	Super.PostBeginPlay();
    }
    
     // initialize the animtree nodes
    simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
    {
    	super.PostInitAnimTree(SkelComp);
    }
    
    
    
    
    // disable teleport effect
    function PlayTeleportEffect(bool bOut, bool bSound);
    
    
    
    
    simulated function Tick(float DeltaTime)
    {
    	Super.Tick( DeltaTime );
    }
    
    
    
     simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
    {
    	Mesh.SetSkeletalMesh(defaultMesh);
    	Mesh.SetPhysicsAsset(defaultPhysicsAsset);
    	Mesh.AnimSets=defaultAnimSet;
    	Mesh.SetAnimTreeTemplate(defaultAnimTree);
    } 
    
    defaultproperties
    {
    	GroundSpeed = 190.0
    	HealthMax = 100
    	Health = 100
    	bCanFire=true;
    	bCanDoubleJump=false
    	bCanJump=false;
    	bCanDodge=false;
    	
    	CrouchedPct=+0.6
    
    	defaultMesh=SkeletalMesh'CH_Mafioso_Test.mafioso_test'
    	defaultPhysicsAsset=PhysicsAsset'CH_Mafioso_Test.mafioso_test_Physics'
    
    	defaultAnimTree=AnimTree'CH_Test7_Anims.CH_Test7_AnimTree'
    	defaultAnimSet(0)=AnimSet'CH_Test7_Anims.CH_Test_Anims_Base'
    }
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