doing the tutorial on noexp and wondering why it doesn't even change the regular editor UI
I pretty much got the same code and using it for the june beta release.
my only alteration is that I dont need a bar so I am just using text fields for the UI
I set up the scaleform launcher in my CS3 and it seems to be working fine.
I also save and publish the file and everything and the AS 2 and flash player 8
that is the only change.
After that all i do is import Swf file into UDK with the same exact path for movieInfo.
Now this is where I am kind of confused.
Do I have to then exit UDK editor then uncomment the Movieinfo code or do I uncomment it then reload the Swf file?
Because no matter what I do it still shows the default UI
I went in BaseGame or Editor(forgot which one not at my UDK computer) and changed the default Playercontroller to ST playercontroller.
I mean it is either I am an idiot who don't know how to follow direct instructions or it is CS3 keeping me from doing this
I pretty much got the same code and using it for the june beta release.
my only alteration is that I dont need a bar so I am just using text fields for the UI
I set up the scaleform launcher in my CS3 and it seems to be working fine.
I also save and publish the file and everything and the AS 2 and flash player 8
Code:
class STGFxHUD extends GFxMoviePlayer; //Create a Health Cache variable var float LastHealthpc; //Create variables to hold references to the Flash MovieClips and Text Fields that will be modified var GFxObject HealthTF; var GFxObject Score; // Function to round a float value to an int function int roundNum(float NumIn) { local int iNum; local float fNum; fNum = NumIn; iNum = int(fNum); fNum -= iNum; if (fNum >= 0.5f) { return (iNum + 1); } else { return iNum; } } // Function to return a percentage from a value and a maximum function int getpc(int val, int max) { return roundNum((float(val) / float(max)) * 100.0f); } //Called from STHUD'd PostBeginPlay() function Init(PlayerController PC) { //Start and load the SWF Movie Start(); Advance(0.f); //Set the cahce value so that it will get updated on the first Tick LastHealthpc = -1337; //Load the references with pointers to the movieClips and text fields in the .swf HealthTF = GetVariableObject("_root.health_txt"); } //Called every update Tick function TickHUD() { local UTPawn UTP; //We need to talk to the Pawn, so create a reference and check the Pawn exists UTP = UTPawn(PlayerOwner.Pawn); if (UTP == None) { return; } //If the cached value for Health percentage isn't equal to the current... if (LastHealthpc != getpc(UTP.Health, UTP.HealthMax)) { //...Make it so... LastHealthpc = getpc(UTP.Health, UTP.HealthMax); HealthTF.SetString("text", round(LastHealthpc)$"%"); } } DefaultProperties { //this is the HUD. If the HUD is off, then this should be off bDisplayWithHudOff=false //The path to the swf asset we will create later MovieInfo=SwfMovie'STAssets.HUD.HudSwf' //Just put it in... bGammaCorrection = false }
After that all i do is import Swf file into UDK with the same exact path for movieInfo.
Now this is where I am kind of confused.
Do I have to then exit UDK editor then uncomment the Movieinfo code or do I uncomment it then reload the Swf file?
Because no matter what I do it still shows the default UI
I went in BaseGame or Editor(forgot which one not at my UDK computer) and changed the default Playercontroller to ST playercontroller.
I mean it is either I am an idiot who don't know how to follow direct instructions or it is CS3 keeping me from doing this
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