------------------------------------------------------------------
class CarnageGame extends UTGame;
defaultproperties
{
PlayerControllerClass=class'Carnage.PlayerMoifiact ions'
DefaultPawnClass=class'Carnage.MainCharecter01A'
}
--------------------------------------------------------------------
class MainCharecter01A extends UTPawn
placeable;
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
{
}
DefaultProperties
{
Begin Object Name=WPawnSkeletalMeshComponent
SkeletalMesh=SkeletalMesh'RecentPrefabs001.Skeleta lMeshPoseMainC'
AnimSets[0]=AnimSet'RecentPrefabs001.SkeletalMeshPoseMainC_An ims'
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'
PhysicsAsset=PhysicsAsset'RecentPrefabs001.Mesh.Ma inCharecter_Phisics'
RBCollideWithChannels=(Cloth=true)
bHasPhysicsAssetInstance=true
ScriptRigidBodyCollisionThreshold=0.001
bNotifyRigidBodyCollision=true
End Object
Mesh=WPawnSkeletalMeshComponent
Begin Object Name=CollisionCylinder
ScriptRigidBodyCollisionThreshold=0.001
bNotifyRigidBodyCollision=true
End Object
CylinderComponent=CollisionCylinder
RagdollLifespan=0.0
bPushesRigidBodies=true
}
---------------------------------------------------------------------------
class PlayerMoifiactions extends UTPlayerController
Placeable;
Var() Vector CarangeViewOffset;
Simulated event PostBeginPlay()
{
super.PostBeginPlay();
SetBehindView(true);
}
simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_Rotation)
{
super.GetPlayerViewPoint(out_Location, out_Rotation);
if(Pawn != none)
{
Pawn.Mesh.SetOwnerNoSee(false);
out_Location = Pawn.Location + CarangeViewOffset;
//out_Rotation = rotator(Pawn.Location);
}
}
exec function FOV(float F)
{
if( PlayerCamera != None )
{
PlayerCamera.SetFOV(80);
return;
}
}
defaultproperties
{
CarangeViewOffset=(X=0,Y=0,Z=39)
//ViewRotation.Yaw += 4096; Changeable
}
----------------------------------------------------------
!!! if your new to unreal script but you still understand the basics of the default properties i recommend this, and you shouldnt have a problem implamenting it
[note you will have to ajust the charecters skeletalmesh orgin within animset editor to get the camara just right enjoy!!
you can also contact me on skype at m1ke1sam1sh for any questions
class CarnageGame extends UTGame;
defaultproperties
{
PlayerControllerClass=class'Carnage.PlayerMoifiact ions'
DefaultPawnClass=class'Carnage.MainCharecter01A'
}
--------------------------------------------------------------------
class MainCharecter01A extends UTPawn
placeable;
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
{
}
DefaultProperties
{
Begin Object Name=WPawnSkeletalMeshComponent
SkeletalMesh=SkeletalMesh'RecentPrefabs001.Skeleta lMeshPoseMainC'
AnimSets[0]=AnimSet'RecentPrefabs001.SkeletalMeshPoseMainC_An ims'
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'
PhysicsAsset=PhysicsAsset'RecentPrefabs001.Mesh.Ma inCharecter_Phisics'
RBCollideWithChannels=(Cloth=true)
bHasPhysicsAssetInstance=true
ScriptRigidBodyCollisionThreshold=0.001
bNotifyRigidBodyCollision=true
End Object
Mesh=WPawnSkeletalMeshComponent
Begin Object Name=CollisionCylinder
ScriptRigidBodyCollisionThreshold=0.001
bNotifyRigidBodyCollision=true
End Object
CylinderComponent=CollisionCylinder
RagdollLifespan=0.0
bPushesRigidBodies=true
}
---------------------------------------------------------------------------
class PlayerMoifiactions extends UTPlayerController
Placeable;
Var() Vector CarangeViewOffset;
Simulated event PostBeginPlay()
{
super.PostBeginPlay();
SetBehindView(true);
}
simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_Rotation)
{
super.GetPlayerViewPoint(out_Location, out_Rotation);
if(Pawn != none)
{
Pawn.Mesh.SetOwnerNoSee(false);
out_Location = Pawn.Location + CarangeViewOffset;
//out_Rotation = rotator(Pawn.Location);
}
}
exec function FOV(float F)
{
if( PlayerCamera != None )
{
PlayerCamera.SetFOV(80);
return;
}
}
defaultproperties
{
CarangeViewOffset=(X=0,Y=0,Z=39)
//ViewRotation.Yaw += 4096; Changeable
}
----------------------------------------------------------
!!! if your new to unreal script but you still understand the basics of the default properties i recommend this, and you shouldnt have a problem implamenting it
[note you will have to ajust the charecters skeletalmesh orgin within animset editor to get the camara just right enjoy!!
you can also contact me on skype at m1ke1sam1sh for any questions