well it looks like your using the same mesh in the code for you attachment as for you weapon class, i know i do that in my videos but you should make a different mesh for the 3rd person.
as for the camera problem i've never noticed it because i just use the command behindview
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mrseth repliedEdit:
DepthPriorityGroup=SDPG_World at the object of the skeletal mesh solved it.
So, I made a custom weapon with a 3rd person view that I implemented.
The problem is the weapon mesh cant be occluded when its at the pawn´s hands.
Probaly its because the game thinks im using a 1st person camera and dont want anything occluding the weapon.
How do I change it?
Also, the weapon mesh that appears is always the 1st person mesh, how do I make the weapon attachment show up?
The weapon attachment code
Code:class MySwordAttachment extends UTWeaponAttachment; DefaultProperties { Begin Object Name=SkeletalMeshComponent0 SkeletalMesh=SkeletalMesh'MyWeapons.MySword' bUseAsOccluder=false end object WeaponClass=class'MySword' MuzzleFlashSocket=MF }
Code:class MySword extends UTWeapon; simulated function TimeWeaponEquipping() { AttachWeaponTo( Instigator.Mesh,'WeaponPoint' ); super.TimeWeaponEquipping(); } simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName ) { MeshCpnt.AttachComponentToSocket(Mesh,SocketName); } DefaultProperties { Begin Object Class=AnimNodeSequence Name=MeshSequenceA End Object Begin Object name=FirstPersonMesh SkeletalMesh=SkeletalMesh'MyWeapons.MySword' AnimSets(0)=AnimSet'MyWeapons.Mesh_006' Animations=MeshSequenceA Translation=(x=0,y=4,z=8) Rotation=(Pitch=5276,Yaw=-8276.0,Roll=3276) End Object AttachmentClass=class'MySwordAttachment' begin object name=PickupMesh SkeletalMesh=SkeletalMesh'MyWeapons.MySword' Scale =2.0 end object WeaponFireTypes(0)=EWFT_InstantHit WeaponFireTypes(1)=EWFT_None InstantHitDamage(0)=50 ShotCost(0)=0 AmmoCount=1 MaxAmmoCount=1 WeaponFireAnim(0)=sword MuzzleFlashSocket=MF }
PSk, completely rewrote the code from what someone else posted and it worked, but I still would like to know wtf was going on with that property, it may be useful for future reference on something else.
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geodav repliedthat folder structure should work, but i find what i use a little easier eg
E:\UDK\UDK-2011-12\UDKGame\Content\UT40k\Content\Characters
E:\UDK\UDK-2011-12\UDKGame\Content\UT40k\Content\Environments
E:\UDK\UDK-2011-12\UDKGame\Content\UT40k\Content\Maps
........
what does the launch.log look like
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TorQueMoD repliedOk, so adjusting the translation values in the vehicle factory class definitely fixed the issue where he's spawning in the ground..
Code:Begin Object Name=SVehicleMesh SkeletalMesh=SkeletalMesh'BattleDronesData.SkeletalMeshes.Drones.SK_VH_Strider' Translation=(X=0.0,Y=0.0,Z=-38.0)
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geodav repliedok as always check the launch.log for errors just in case, in your map/editor make sure the snap value isn't set to high this might be causeing the factory to jump down, you can also try playing with the collision cylinder setting in the factory class depending where your root bone is.
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TorQueMoD repliedOk, this one actually made me laugh out loud! I load up the December build and place a LandWalker vehicle factory in the map and sure enough my walker spawns. Yay! I right click on the ground and choose Play from here...
Boourns!
Turns out I missed a line in the vehicle factory - VehicleClassPath="UTGameContent.UTVehicle_Manta_Co ntent"
Though after fixing this issue, I tried to play from here and UDK crashed
I did notice however that when I did a full compile of the map, it shifted my walker down so its feet are stuck in the ground which you mentioned happened to you as well. Problem is, adjusting the max foot placement value in the anim tree hasn't helped any. I moved it from 50 to 90 and even 256 and its still in the same spot. Also since its almost exactly 32 units below the ground, I tried adjusting the Foot offset for each foot to 32 but that didn't fix it either. Am I missing something?
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geodav repliedafaik the damage mask is required for the BurnOut material, it allows damage to be shown over time
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TorQueMoD repliedRight. I actually figured out the menu stuff so no worries there. So here's a question, is the damage mask required if I'm not using morph targets? Or is it just how the burned out texture is applied to your vehicle?
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geodav repliedi bodged mine together 6 months ago, so i doubt i'd be much help with the menu
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TorQueMoD repliedThanks Geo! I'll try that and let you know if it fixes the issue. I moved on to designing a main menu while I was waiting to hear back from you so I'm going to finish that first. You don't know anything about scaleform menus do you?
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geodav repliedhard to say why the model doesn't show but i'd take a guess at the warnings for the materials, if it can't find the materials then the model will be invisable.
double check for typo's in the factory class
sort out the warnings and every thing should be fine, i hope
ps. i check this thread every day
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TorQueMoD repliedHi Geo,
Thanks again for the brilliant tutorials! Wouldn't be able to do anything without your help!
I've managed to follow the LandWalker tutorial as best as I can and even managed to get all the code compiled without errors (allbeit I had 29 warnings, mostly due to the missing red/blue variants of my material). When I try to place the LandWalker_VehicleFactory in the game though, there's no model associated with it.
Any idea what's wrong?
Thanks!
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tegleg repliedOriginally posted by Shinamori View PostWe need some dedicated tutorials on Uscript. Beginner to advance.
http://forums.epicgames.com/threads/...r-own-vehicles
if you have any script questions post it on that thread
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