Announcement

Collapse
No announcement yet.

Using Scaleform in UDK Five Part Tutorial

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Yes, you can use 3Di extensions on pretty much anything in Flash.

    Comment


      #47
      Like That!!! Favorite now

      Comment


        #48
        Thank you very much!listening!

        Comment


          #49
          China don't access youtube!!!

          China don't access youtube!!!

          Comment


            #50
            hmm sir can you help me with menus? i already can add the costum menus in kismet and load my game map but when my game map loaded and i want to exit game or when the game ended it just going to udk default menu and not load my costum menu, so how can i fix it??

            Comment


              #51
              I have some problem. I follow the tutorial, but when I test the game I can't use mouse to select menu. When I move my mouse, my character also look around. I'm really new to UDK. I just want the game to have mouse to select the game menu like it was shown in the tutorial video. Really Thankful for any answer.

              Comment


                #52
                Hi Matt,

                I am stuck on video # 5 of the UDK Scaleform Integration tutorials. I am using Flash CS6, setting it to action script 2.0, and UDK 2013-02. I cannot get the set Gfx Captured keys to work. I have my image on the bsp working it just won't respond to pressing Y or U.


                here's my code:


                //////////////////////////////////////////////

                _global.gfxExtensions = true;

                _perspfov = 25;


                /* The following block of code demonstrates Set GFx Captured Keys */

                var keyboardIput:Object = new Object(); // create a new object to hold keyboard input
                Key.addListener(keboardInput); // use the object to listen for a keyboard input

                keyboardInput.onKeyDown = function() { // when a key is pressed, execute this function
                var keyPressed:Number = Key.getCode(); // store the keyboard input code inside the variable 'keyPressed'
                if (keyPressed == 89) { // if Y was pressed
                smiley._yrotation += 5; // rotate the object 'interfaceElement' by +5 degrees
                }
                else if (keyPressed == 85) { // if U key is pressed
                smiley._yrotation -= 5; // rotate the object 'interfaceElement' by -5 degrees
                }
                }

                /* The following function demonstrates GFx Invoke ActionScript */

                function myDemoFunction(toggle:Boolean):Void {
                if(toggle) { smiley.gotoAndPlay("on"); } // if true then play fading animation
                showScores(); // run the playSound function
                }

                /*the following function demonstrates the use of FsComands with Unreal */
                function showScores():Void{
                fscommand("showScores"); // send the command 'playSound' to unreal

                }

                //////////////////////////////////////////////


                smiley is the name of my png & swf file


                Did I need to do anything for UDK to see the updates I made to the flash file after changing the action script? I reimported the swf file after saving the flash file and publishing.

                Comment

                Working...
                X