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    Originally posted by ryanjon2040 View Post
    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
    It worked! Thanks a bunch, feels great being able to use this great editor again!
    And BTW, do you know what it was that got it f#¤ked up? So I dont do the same thing again ^^

    Comment


      Hi, thanks. Tried adding it into my fire state and get a compile error - line 124, Error, Bad or missing expression in parenthesis for following `::`

      Have i done it right?

      Here is my changed 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 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 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 (FireModeNum == 1 && bHasIronSights && PlayerViewOffset.Y >= default.PlayerViewOffset.Y)
              {
              
                  EnterIronSights1();
                  
              }
      
      
      	if(plr == none || bIsReloading) //You can't shoot while reloading
      		return;
      
      	super.StartFire(FireModeNum);
      }
      
      simulated function EndFire( Byte FireModeNum )
      {    
              if (FireModeNum == 1 && bUsingIronSights || (bReloadable && ClipCount == 0 && bUsingIronSights))
              {
                  ExitIronSights();
                  
              }
      
              Super.EndFire(FireModeNum);
          }
      
      
      
      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

      And here is the code for my hud

      Code:
      /**
       * Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
       */
      class GSHUD extends utHUD;
      
      
      
      /**
       * Post render called after the scene has been rendered. Use Canvas to draw material, textures and text onto the
       * HUD.
       *
       * @network				Client
       */
      
      
      
      
      
      event PostRender()
      {
      	
      	Super.PostRender();
      
      	
      }
      
      
      
      
      defaultproperties
      {
      
      
      }
      I am using the classic hud at the moment with a custom design.

      Thanks for taing the time to give me some help much appreciated

      Comment


        Hi, sorry forgot to add the reloading var, all working now, thanks very much

        Just the clip count on hud to sort now

        Comment


          Okay, I got a few crashes in the beta version. I think it's due I was rushing to open the .uc files. Are you going to fix it anytime soon?

          Comment


            Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor

            Comment


              sorry I was absent, I will look at the code, try it, and fix it. It's been a long time since I have stopped doing anything with the udk but I will probably be able to provide a working code soon.

              Comment


                Well, tried 3.1.2, this nasty bug with not saving hotkeys is still there.

                Comment


                  Ok so I tested the code I have at home and it is working perfectly, no warning during compile, you can sprint while holding "shift", the flashlight work too, the huds are showing properly and reload is working. Maybe your code is outdated... Do you want me to releasse it? It is juste a folder that you past in you udk folder and make remplace everything and then in the udk you set the gamemode at "mygame" and you will have the mk18 and a handgun working.

                  Comment


                    Hi Jx53

                    That would be great, i used the wizard code and changed the necessary stuff, everything worked fine with a bit of tweaking with the exception of the flashlight and display of the clips, magazine etc. I tried alsorts to get them working but to no avail. I have since used the wizard to crate an extended utweapon class which worked fine with the hud and ammo display. Followed ryans tut on weapon releoad and got all that working fine. My last hurdle on the weapons side of it is how do display the magazine count on the hud. Now i have managed to sort aim and other functions i needed the weapons are ready except the magaine hud display count.

                    Check a bit of the gameplay from my latest vid to see :



                    I am not a coder, worked on games for years but code is not my bag, im more of an artist and designer. My determination for Ghosthip has led me to do everything myself, I have finished the alpha with exception of a few bugs i need to sort and a few over bits of code for saving and inventory and such. Once thats sorted i will have over 1 hours worth of gameplay to the point the player unlocks the free roam and can go where ever they like on the ship. I can spend days trying to work out something with the unrealscript side where somewone with more expereince would do it in half an hour lol. I am better putting my expereince and talents to evrything else in the game, so i will be putting this up on kick start as soon as i can get my alpha polished and finalised. The full ship interior (20 decks and a cargo hold - 3 decks are complete) will take me another 8 months to model, texture, design, animate and keep the gameflow and action.

                    If you want to take a look at the code ive used for the weapons i have working, and the older ones which where extended from utweaponplus then pm me and i will send you the scripts. If no one else has had this problem then it something i must have f***d up along the way lol. It should be something and nothing. same as my enemies not playing there customs anims when bumping the player lol that is my other major problem i have wasted days on lol.

                    Comment


                      I will upload my content first so you can look at the code and maybe see what is different in your's and fix the problem, I will pm you the link, if you cannot get it to work I will look at your code with pleasure. I may even make a new one easier to understand soon.

                      Comment


                        Originally posted by Krisars View Post
                        Okay, I got a few crashes in the beta version. I think it's due I was rushing to open the .uc files. Are you going to fix it anytime soon?
                        Did you submit the crash report? And when did it crash? I mean did it crashed when you double clicked on a uc file or when you opened one via Open Button?

                        Originally posted by xdicer View Post
                        Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor
                        Did it showed anything in XEditor log window or output window?

                        Originally posted by jx53 View Post
                        sorry I was absent
                        Good to have you back

                        Originally posted by lentinant View Post
                        Well, tried 3.1.2, this nasty bug with not saving hotkeys is still there.
                        Which hotkey is not saving?

                        Comment


                          Originally Posted by xdicer
                          Hey just wanted to report a slight error in the compiling of scripts i had an issue where none of my scripts would work i spent 3 days playing around with everything then i was on a remote desktop session so my tutor could have a look at it when we noticed that after we deleted the UDKEngine.ini file and re compiled scripts the udkengine.ini file still wasn't there so we used front end to compile the scripts and now it worked like a dream. Its not showing any error messages when this happens just doesn't register the scripts as being there when you run the game in the editor
                          Did it showed anything in XEditor log window or output window?
                          Nah it completely appears to work fine no errors at all checked the logs no errors. But there is an error its just not recognising one.

                          {Edit}
                          Also getting this error alot. It takes me at least 3 times unless i'm really lucky before it will compile with out that error coming up.

                          Error: Exception Occurred the process can not access the file C:\Users\Me\Documents\Unreal X-Editor\Console Output.txt because it's being use by another process:

                          Comment


                            Originally posted by Sparven View Post
                            It worked! Thanks a bunch, feels great being able to use this great editor again!
                            And BTW, do you know what it was that got it f#¤ked up? So I dont do the same thing again ^^
                            (Sorry mate, i didnt saw your post). The reason was somehow the config file got messed up so i deleted it.

                            Originally posted by xdicer View Post
                            Nah it completely appears to work fine no errors at all checked the logs no errors. But there is an error its just not recognising one.
                            Please try running Unreal X-Editor with admin rights.

                            Originally posted by xdicer View Post
                            {Edit}
                            Also getting this error alot. It takes me at least 3 times unless i'm really lucky before it will compile with out that error coming up.
                            This is a known issue from v2.0 IIRC. I know this is a frustrating thing and i apologize for this issue. I will surely track it down and fix it ASAP.

                            Comment


                              Hi, thanks for this software!

                              There is a nasty little bug here: http://puu.sh/24AUD
                              Changing the text color has no effect and it's always black, it works in the preview though.

                              Edit: Well actually found the text saying I have to restart it.
                              Might want to make it more noticeable or into a text box
                              The fact that all other colors changed confused me

                              Edit2: Ok, something that is driving me nuts, every time I try "ctrl + f" (find) and start typing I actually overwrites something in my code because the find box is not being focused! >:2
                              And is there no "search in files..." function?

                              Comment


                                Originally posted by Saishy View Post
                                Edit2: Ok, something that is driving me nuts, every time I try "ctrl + f" (find) and start typing I actually overwrites something in my code because the find box is not being focused! >:2
                                Its because if mouse hovers over any control (ie: Code area, treeviews etc) it will get focus. I did this as per request from another user. If you want i can make it as an option so you can disable it if you want.

                                Originally posted by Saishy View Post
                                And is there no "search in files..." function?
                                Am working on an improved find dialog.

                                Comment

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