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Trouble Testing Custom Weapons

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  • Trouble Testing Custom Weapons

    I'm no programmer by any means, just an artist trying to get his weapons into the game. In UT3 I know the basic process behind doing it, but I can't get the same process to work in the UDK.

    The old way was to copy the UTWeap_Shockrifle and UTAttachment_Shockrifle and modify a few lines to use my own custom meshes. I've done the same thing in the UDK and I put my modified scripts in the /Development/Src/MyMods... folder. I added MyMods to the UTEditor.ini and modified the line:

    'ModPackagesInPath=..\..\UTGame\Src'

    to this:
    'ModPackagesInPath=..\..\Development\Src'.

    I'm not quite sure where to put my packages before building now, so I threw them into the Content folder under TestPackages. I used Frontend to recompile it, opened up the editor and placed a Weapon Factory in a simple level, but my weapon doesn't show up in the weapons list.

    I tried moving my packages to the Unpublished folder, but then Frontend gives me a bunch of warnings about not being able to find the assets.

    This non-programmer could sure use a little help. Thanks in advance

  • #2
    you could just import your weapons with the same names in the same groups, in the same package, thus overwriting the original, say shock rifle with your mesh.

    I do this all the time to test different player characters and such locally.

    quick example:
    package name : ShockRifle
    Group name : Mesh
    SkelMesh name : SK_ShockRifle

    just import your weapon in same upk, same grp, and name yours the same, and it will overwrite

    Comment


    • #3
      I've always heard that you're never supposed to modify or write over the original packages or scripts.

      Comment


      • #4
        Personally, I'd never overwrite them. I'm not sure code goes in the 'MyMods' folder however. Have you checked the UDN docs on how to compile?

        Comment


        • #5
          Ok I got it working.

          [EDIT]: [Not working completely. Having some more errors on compile. Scroll down to see them.]

          ambershee: you were right, I did not check the UDK documentation on compiling. It instructs you to remove a semicolon from the UTEngine.ini

          Don't know why they have it commented out, but they tell you what exactly to do here:

          http://udn.epicgames.com/Three/Devel...0and%20Testing

          Just have to figure out why the Shockrifle code keeps giving me compile errors. Commenting out the troubled lines allows it to compile just fine and then my weapon shows up in the editor, but the weapon doesn't play any of its animations. Anyways, at least it's showing up

          Comment


          • #6
            so TychoVII where does ur coding go and where do ur weapon packages go?

            Comment


            • #7
              The packages seem to work in /UTGame/Content/TestPackages
              I guess 'Content' will sort of be like the new 'Published'

              Your custom scripts seem to work in /Development/Src/MyMods
              But that only works if you edit the UTEditor.ini AND the UTEngine.ini

              UTEditor.ini:
              [ModPackages]
              ModPackagesInPath=..\..\UTGame\Src
              ModOutputDir=..\..\UTGame\Unpublished\CookedPC\Scr ipt

              --change to--

              [ModPackages]
              ModPackagesInPath=..\..\Development\Src
              ModOutputDir=..\..\UTGame\Unpublished\CookedPC\Scr ipt
              ModPackages=MyMod

              UTEngine.ini:
              ;ModEditPackages=MyMod

              Remove the semicolon. It's commented out by default.

              Comment


              • #8
                I've gotten the weapon to show up in game, but I still can't get the script to compile properly. I keep getting the following error:

                Warning/Error Summary
                ---------------------
                C:\UDK\UDK-2009-11\Development\Src\MyMod\Classes\RKWeap_44Magnum.u c(311) : Error, BEGIN OBJECT: name MeshSequenceA redefined: Begin Object class=AnimNodeSequence Name=MeshSequenceA

                C:\UDK\UDK-2009-11\Development\Src\MyMod\Classes\RKWeap_44Magnum.u c(395) : Error, BEGIN OBJECT: name ForceFeedbackWaveformShooting1 redefined: Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1


                All I've done is copied the UTWeap_Shockrifle script and changed its name to RKWeap_44Magnum (both in file name and at the top of the script). Why would this code work perfectly fine in the shockrifle script, but not an exact duplicate of it?

                I tried commenting out the problem lines and the script DOES compile without errors and my weapon DOES show up in the editor, but its animations do not work.

                I'm baffled now.

                Comment


                • #9
                  have you tried UTWeap_Magnum or WP_Magnum
                  i doubt that should make a difference tho lol

                  Comment


                  • #10
                    Originally posted by TychoVII View Post
                    I've gotten the weapon to show up in game, but I still can't get the script to compile properly. I keep getting the following error:

                    Warning/Error Summary
                    ---------------------
                    C:\UDK\UDK-2009-11\Development\Src\MyMod\Classes\RKWeap_44Magnum.u c(311) : Error, BEGIN OBJECT: name MeshSequenceA redefined: Begin Object class=AnimNodeSequence Name=MeshSequenceA

                    C:\UDK\UDK-2009-11\Development\Src\MyMod\Classes\RKWeap_44Magnum.u c(395) : Error, BEGIN OBJECT: name ForceFeedbackWaveformShooting1 redefined: Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1


                    All I've done is copied the UTWeap_Shockrifle script and changed its name to RKWeap_44Magnum (both in file name and at the top of the script). Why would this code work perfectly fine in the shockrifle script, but not an exact duplicate of it?

                    I tried commenting out the problem lines and the script DOES compile without errors and my weapon DOES show up in the editor, but its animations do not work.

                    I'm baffled now.
                    You need to remove the Class=

                    So it would look like this:

                    Code:
                    Begin Object Name=ForceFeedbackWaveformShooting1
                                    blablabla
                    End Object
                    or it might be the name you need to remove, Im pretty tired right now so theres a big chance I muddled them up.

                    Comment


                    • #11
                      marilol: Thankyou for the suggestion! It half worked

                      Things are starting to get interesting now. I removed the "class=" from both lines I was getting errors from. It fixed one, but not the other. Now I'm getting the following error:

                      Warning/Error Summary
                      ---------------------
                      C:\UDK\UDK-2009-11\Development\Src\MyMod\Classes\RKWeap_44Magnum.u c(311) : Error, BEGIN OBJECT: No base template named MeshSequenceA found in parent class UTWeap_ShockRifleBase: Begin Object Name=MeshSequenceA


                      The damn thing complains that it's being redefined, then when I don't define it, it complains that it's NOT being defined! What gives Epic? :P

                      Comment


                      • #12
                        Sorry to bump this, but I'm really stuck here. I can't figure out why I get an error no matter what I name this class. It makes no sense to me. I could really use some help on this.

                        Comment


                        • #13
                          Just a suggestion, but it's pretty hard to help with that little of information, at the very least post your defaultproperties{} so we can see it. Usually, like the class problem, you need to take info out. You actually generally shouldn't wholesale copy defaultproperties{} from another gun.

                          danimal

                          Comment


                          • #14
                            Well I got it working 100%.

                            Instead of duplicating the shockrifle script, I created a new script and extended off of UTWeap_Shockrifle. Then I just added a few lines in the defaultproperties to tell it to use my mesh. It compiles just fine now. Thanks for the suggestions guys.

                            Comment


                            • #15
                              Is there any reload system sample out there?

                              i wanted to add some awesome guns with epic reload anims

                              Comment

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