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Unreal X-Editor - v3.1.5 Available

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    Originally posted by tegleg View Post
    just tried it 3 times and it worked as it should
    the unreal compiler window opened the time it stayed greyed out, just now i didnt see that window
    The Unreal Compiler window is not supposed to show up . By the way are you compiling via Jumplist or from the ribbon? Anyway, am glad you got it working...

    Comment


      i pressed the compile button
      it was the first time i pressed it after installing and working on a few scripts i got the window open, not since.

      Comment


        Originally posted by tegleg View Post
        i pressed the compile button
        it was the first time i pressed it after installing and working on a few scripts i got the window open, not since.
        Ok....If the Unreal Compile window pops up again try running Unreal X-Editor with admin rights.

        Comment


          [QUOTE=ryanjon2040;30924579]UTWeaponPlus was provided by another member here on UDK Forums. I'll contact him and let you know soon.

          Happy to know Wizard is helpful to you.

          "

          Cheers Look Forward to it

          Comment


            another little bug
            in the code explorer, whatever it is in green ends up all on 1 line on top of each other

            also it would be easier to read if you only had the function name, because you already have the function icons
            so instead of
            [function icon] simulated exec function bool this that the other ThisFunction()
            it would read
            [function icon] ThisFunction()

            also any chance of a find declaration thing, like in wotgreal?
            so you right click a variable or function or whatever and can find its source

            i do like using this ide

            Comment


              Originally posted by tegleg View Post
              another little bug
              in the code explorer, whatever it is in green ends up all on 1 line on top of each other
              Can you please post a screenshot.

              Originally posted by tegleg View Post
              also it would be easier to read if you only had the function name, because you already have the function icons
              so instead of
              [function icon] simulated exec function bool this that the other ThisFunction()
              it would read
              [function icon] ThisFunction()
              You can disable the full name in code explorer via settings menu. Here is a screenshot. Simply disable it.



              Originally posted by tegleg View Post
              also any chance of a find declaration thing, like in wotgreal?
              so you right click a variable or function or whatever and can find its source
              I have this in mind. Sooner or later i'll do it.

              Originally posted by tegleg View Post
              i do like using this ide
              Am really happy to know it.

              Comment


                awesome thanks

                the problem is the class names drawing over the top of each other
                Click image for larger version

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                Comment


                  What have i to do to make it save hotkey config? I'm trying to change UDK Editor hotkey, coz during codding i accidentally press Shift+Enter numerous times, and sudden appearance of Editor drives me mad. But hotkey config is never saved, and after another launch of X-Editor it's Shift+Enter again.

                  Comment


                    Originally posted by tegleg View Post
                    awesome thanks

                    the problem is the class names drawing over the top of each other
                    [ATTACH=CONFIG]10373[/ATTACH]
                    Ahhh that....Thanks tegleg. I fixed it

                    Originally posted by lentinant View Post
                    What have i to do to make it save hotkey config? I'm trying to change UDK Editor hotkey, coz during codding i accidentally press Shift+Enter numerous times, and sudden appearance of Editor drives me mad. But hotkey config is never saved, and after another launch of X-Editor it's Shift+Enter again.
                    Sorry lentinant, i forgot to properly save it. Thank you for pointing that out. I fixed it.

                    Comment


                      "UTWeaponPlus was provided by another member here on UDK Forums. I'll contact him and let you know soon.

                      Happy to know Wizard is helpful to you. "


                      Any news yet ryanjon? would like to get my ammo count wrapped up for the Ghostship -

                      Comment


                        Originally posted by madaboutagmes View Post
                        Any news yet ryanjon? would like to get my ammo count wrapped up for the Ghostship
                        Sorry mate...He hasnt replied yet.

                        Comment


                          First I need to say that I use your editor every day and I love it.
                          But I have a strange problem that started a while ago, its kinda simple to explain as it happens when I try to start your program.
                          As soon as I try to start the editor it starts with the normal loadingscreen but when its @ 60% a popup says I have no UDK path. When I click that popup the settings is launched.
                          Then it all crashes and when I try to send you the error-report that thing crashes aswell. It doesnt matter if I touch the popup or not it just crash every single time.

                          I have tried to reinstall it a few times but it doesnt help, I also did a registry cleaning so nothing is left there from the program. But still the same problem.

                          Do you have any idea what it might be?
                          Its really sad I cant use the editor now

                          //Sparven

                          Comment


                            Originally posted by ryanjon2040 View Post
                            Sorry mate...He hasnt replied yet.
                            Hi, I spent some time redoing the weapon class and extending it from utweapon. Managed to get the ammo reload working with your tutorial extending it from utweapon class. Only thing there is do you know how to display the clip count on the hud as well as the ammo count?

                            The only problem i have run into which I am really stuck with is using the aim ironsights in my weapon. I have done the best i can merging the weapon plus class stuff and the default stuff but can not get it to aim. All compiles fine but when i press right mouse button nothing happens. Here is my code :

                            Code:
                            /**
                            * Created using Unreal Script Wizard by RyanJon2040
                            * Visit: www.dynamiceffects.net
                            * Meet me on Facebook: www.facebook.com/satheeshpv
                            */
                            
                            class PlasmaRifleV3 extends UTWeapon;
                            
                            var int ClipCount;  
                            var int clips;
                            var int MaxClips; //Maximum number of clips supported by this weapon
                            var bool bIsReloading; //Boolean to check if the weapon is reloading
                            var float ReloadTime; //Reload Time
                            var (Animations) name WeaponReload; //Animation sequence name to play when weapon is reloading
                            var(FirstPerson) vector    IronSightViewOffset;
                            var(FirstPerson) vector    IronSightViewOffset1;
                             
                            var bool bHasIronSights;  
                            var bool bUsingIronSights;
                            var bool bExitISAfterShots;
                            
                            
                            
                            simulated function WeaponEmpty()
                            { 
                               //If the clips is greater than 0 and the weapon is not reloading then...
                               if(clips > 0 && !bIsReloading)
                               { 
                                  bIsReloading = true; //Set bIsReloading to true
                                  PlayReloadAnim(); //Call reload animation function
                                  SetTimer(ReloadTime, false, 'Reload'); //Set Timer for the reload animation
                                  return; //Exit this function
                               } 
                               super.WeaponEmpty(); 
                            }
                            
                            simulated function PlayReloadAnim()
                            {
                                PlayWeaponAnimation(WeaponReload, ReloadTime);
                            }
                            
                            //The function that we will call in MyInventoryManager.uc file
                            simulated function AddClip(int clip)
                            {
                                //If clips is lesser than Maxclips then...
                                if(clips < Maxclips)
                                {
                                    clips = clips + clip; //Add a clip
                                    ClearTimer();
                                }
                                else
                                {
                                    return;
                                }
                            }
                            
                            simulated function int IncreaseAmmo( int Amount )
                            {
                                AmmoCount = Clamp(AmmoCount + Amount,0,49);
                                    return AmmoCount;
                            }
                            
                            //The function that will reload this weapon
                            simulated function Reload()
                            {
                                bIsReloading = false; //Set bIsReloading to false
                                clips = clips - 1; //Reduce 1 clip
                                IncreaseAmmo(49); //Add the amount of ammo you want in your weapon
                                ClearTimer();
                            }
                            simulated function StartFire(byte FireModeNum)
                            {
                            	local PlayerController plr;
                            	plr = PlayerController(Instigator.Controller);
                            
                            	if(plr == none || bIsReloading) //You can't shoot while reloading
                            		return;
                            
                            	super.StartFire(FireModeNum);
                            }
                            
                            
                            
                            simulated function ExitIronSights()
                            {
                                PlayerViewOffset.Y = default.PlayerViewOffset.Y;
                                PlayerViewOffset.Z = default.PlayerViewOffset.Z;
                                PlayerViewOffset.X = default.PlayerViewOffset.X;
                            
                                bUsingIronSights = False;
                                WeaponIdleAnims[0] = 'WeaponIdle';
                            
                                BobDamping = default.BobDamping;
                            
                                UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
                            }
                            
                            simulated function EnterIronSights1()
                            {
                                WeaponIdleAnims[0] = 'WeaponIronSight_Idle';
                                bUsingIronSights = True;
                                PlayerViewOffset.Y = IronSightViewOffset1.Y;
                                PlayerViewOffset.Z = IronSightViewOffset1.Z;
                                PlayerViewOffset.X = IronSightViewOffset1.X;
                            
                             UTPawn(Owner).GroundSpeed = UTPawn(Owner).default.GroundSpeed;
                                UTPawn(Owner).GroundSpeed *= 0.5;
                            
                                BobDamping = 0.8;
                            }
                            
                            simulated function PutDownWeapon()
                            {
                                if (bIsReloading || bUsingIronSights)
                                {
                                    return;
                                }
                                else
                                {
                                    GotoState('WeaponPuttingDown');
                                }
                            }
                            
                            
                             
                            
                            
                              
                            
                                simulated function bool ShouldLagRot()
                                {
                                    if (!bUsingIronsights)
                                    {
                                        return true;
                                    }
                                    return false;
                                    }
                            
                             
                            
                            
                            defaultproperties
                            {
                                //bIsReloading = false
                                clips = 3 //The number of clips that the player will have
                                MaxClips = 8 //Maximum number of magazines that this weapon supports
                            
                                Begin Object class=AnimNodeSequence Name=MeshSequenceA
                                    bCauseActorAnimEnd=true
                                End Object
                            
                            
                            
                            
                            
                            
                            
                                Begin Object Name=FirstPersonMesh
                                    SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
                                    FOV=70
                                    Animations=MeshSequenceA
                                    AnimSets(0)=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
                                    bForceUpdateAttachmentsInTick=True
                                    Scale=0.900000
                                End Object
                                WeaponReload =WeaponReload
                                ReloadTime=2.5
                                MaxAmmoCount=49 //IT IS VERY IMPORTANT TO SET THIS VALUE GREATER THAN AmmoCount
                                AmmoCount=45
                            
                                Mesh=FirstPersonMesh
                                //Other Misc Codes
                            
                            Begin Object Name=PickupMesh
                                    SkeletalMesh=SkeletalMesh'WP_PlasmaRifle.skelmeshes.PlasmaRifle'
                                    Scale=1.6
                                End Object
                            
                            WeaponEquipSnd=SoundCue'GshipV2.musicbitz.PlasmaRifleFirePikupC'
                                WeaponPutDownSnd=SoundCue'GshipV2.musicbitz.PlasmaRiflePutD'
                                WeaponFireSnd(0)=SoundCue'GshipV2.musicbitz.PlasmaRifleFireC'
                                WeaponFireSnd(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue'
                            
                                PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
                            
                                PivotTranslation=(Y=0.0)
                            
                                MuzzleFlashPSCTemplate=ParticleSystem'GshipV2.Particles.P_FX_Prifle_Primary_MF'
                                MuzzleFlashLightClass=Class'UTLinkGunMuzzleFlashLight'
                            
                                InventoryGroup=5
                            
                                bInstantHit=True
                                InstantHitDamage(0)=22
                                InstantHitDamage(1)=0
                                InstantHitMomentum(0)=22
                                InstantHitMomentum(1)=0
                                InstantHitDamageTypes(0)=Class'PlasmaRifleV3_Damage'
                                InstantHitDamageTypes(1)=none
                            
                            WeaponFireTypes(1)=EWFT_None
                                IronSightViewOffset1=(X=-5.5,Y=-8,Z=0.7)
                            
                             PlayerViewOffset=(X=0.300000,Y=0.00000,Z=0.000000)
                            
                                CrosshairImage=none
                                CrossHairCoordinates=(U=384,V=0,UL=64,VL=64)
                            
                                FireInterval(0)=0.1
                                FireInterval(1)=1
                            
                                //<DO NOT MODIFY>
                                ArmsAnimSet=AnimSet'WP_PlasmaRifle.skelmeshes.PlasmaRifle_Anims'
                                DroppedPickupMesh=PickupMesh
                                PickupFactoryMesh=PickupMesh
                                AttachmentClass=Class'PlasmaRifleV3_Attach'
                            
                            
                                //bReloadable=True
                                bHasIronSights=True

                            Any help would be really helpfull

                            Comment


                              no new version from one year! hope developing this tool continue.

                              A feature I like to see is expressions and methods tips

                              Comment


                                Originally posted by Sparven View Post
                                First I need to say that I use your editor every day and I love it.
                                But I have a strange problem that started a while ago, its kinda simple to explain as it happens when I try to start your program.
                                As soon as I try to start the editor it starts with the normal loadingscreen but when its @ 60% a popup says I have no UDK path. When I click that popup the settings is launched.
                                Then it all crashes and when I try to send you the error-report that thing crashes aswell. It doesnt matter if I touch the popup or not it just crash every single time.

                                I have tried to reinstall it a few times but it doesnt help, I also did a registry cleaning so nothing is left there from the program. But still the same problem.

                                Do you have any idea what it might be?
                                Its really sad I cant use the editor now

                                //Sparven
                                Hi Sparven...Download this console app and run it and see if it fixed the issue: http://dl.dropbox.com/u/56001981/UDK...asterReset.exe

                                Originally posted by madaboutagmes View Post
                                Hi, I spent some time redoing the weapon class and extending it from utweapon. Managed to get the ammo reload working with your tutorial extending it from utweapon class. Only thing there is do you know how to display the clip count on the hud as well as the ammo count?

                                The only problem i have run into which I am really stuck with is using the aim ironsights in my weapon. I have done the best i can merging the weapon plus class stuff and the default stuff but can not get it to aim. All compiles fine but when i press right mouse button nothing happens. Here is my code :
                                For the ironsights try adding this code in your StartFire function:
                                Code:
                                if (FireModeNum == 1 && bHasIronSights && PlayerViewOffset.Y >= default.PlayerViewOffset.Y)
                                        {
                                        
                                            EnterIronSights1();
                                            
                                        }
                                
                                simulated function EndFire( Byte FireModeNum )
                                    {
                                        if (FireModeNum == 1 && bUsingIronSights || (bReloadable && ClipCount == 0 && bUsingIronSights))
                                        {
                                            ExitIronSights();
                                            
                                        }
                                
                                        Super.EndFire(FireModeNum);
                                    }
                                For the hud can you post your code?

                                Originally posted by Welliam View Post
                                no new version from one year! hope developing this tool continue.
                                Development status is active. Check the Wikipedia page or the Version History in my blog.

                                I am working on the tooltips on methods and tips.

                                Comment

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