You are right. If MyAnimBlendByWeaponType compile before my weapons classes - there no errors, to achieve these i just rename MyGame_LaserRifle to MyGame_PlasmaRafle. But there must to be another way. I not sure what to do with dependsOn(MyWeaponType), when I implement it into MyAnimBlendByWeaponType i receive error.
Thank you in advance
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Tutorial: Creating custom AnimNodes
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Sunderland repliedI guess there something need to be done with MyAnimBlendByWeaponType:
class MyAnimBlendByWeaponType extends UTAnimBlendBase;
enum MyWeaponType
{
MWT_Pistol,
MWT_Shotgun,
MWT_RocketLauncher,
MWT_LaserRifle
};
simulated function SetWeaponAnimType(MyWeaponType weapAnimType)
{
SetActiveChild(weapAnimType, BlendTime);
}
DefaultProperties
{
Children(0)=(Name="Pistol")
Children(1)=(Name="Shotgun")
Children(2)=(Name="RocketLauncher")
Children(3)=(Name="LaserRifle")
bFixNumChildren=True
}
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Sunderland repliedHere is may attachment classes (ShotgunAttachment work fine, LaserRifleAttachment compile with error)
class MyGame_ShotgunAttachment extends UTWeaponAttachment;
var ParticleSystem BeamTemplate;
var class<UDKExplosionLight> ImpactLightClass;
var int CurrentPath;
var MyWeaponType WeaponAnimType;
var AnimSet PawnAnimSet;
var name PawnAnim;
simulated function ThirdPersonFireEffects(vector HitLocation)
{
local MyGame_PlayerPawn P;
P = MyGame_PlayerPawn(Instigator);
Super.ThirdPersonFireEffects(HitLocation);
P.TopHalfAnimSlot.PlayCustomAnim(PawnAnim, 1.0, 0.2, 0.2, FALSE, TRUE);
}
simulated function AttachTo(UTPawn OwnerPawn)
{
local MyGame_PlayerPawn AnimPawn;
super.AttachTo(OwnerPawn);
AnimPawn= MyGame_PlayerPawn(OwnerPawn);
if (AnimPawn != none)
{
AnimPawn.SetWeaponAnimType(WeaponAnimType);
}
}
simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
{
return (HitActor != None && UTProj_ShockBall(HitActor) == None && Super.AllowImpactEffects(HitActor, HitLocation, HitNormal));
}
simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
{
local float PathValues[3];
local int NewPath;
Super.SetMuzzleFlashparams(PSC);
if (Instigator.FiringMode == 0)
{
NewPath = Rand(3);
if (NewPath == CurrentPath)
{
NewPath++;
}
CurrentPath = NewPath % 3;
PathValues[CurrentPath % 3] = 1.0;
PSC.SetFloatParameter('Path1',PathValues[0]);
PSC.SetFloatParameter('Path2',PathValues[1]);
PSC.SetFloatParameter('Path3',PathValues[2]);
// CurrentPath++;
}
else if (Instigator.FiringMode == 3)
{
PSC.SetFloatParameter('Path1',1.0);
PSC.SetFloatParameter('Path2',1.0);
PSC.SetFloatParameter('Path3',1.0);
}
else
{
PSC.SetFloatParameter('Path1',0.0);
PSC.SetFloatParameter('Path2',0.0);
PSC.SetFloatParameter('Path3',0.0);
}
}
defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'MyGameContent.Weapons.Sh otgun'
End Object
MuzzleFlashSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate(0)=ParticleSystem'WP_LinkGu n.Effects.P_FX_LinkGun_MF_Primary'
MuzzleFlashColor=(R=255,G=120,B=255,A=255)
MuzzleFlashDuration=.33;
MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFl ashLight'
bMuzzleFlashPSCLoops=true
WeaponClass=class'MyGame_Shotgun'
ImpactLightClass=class'UTShockImpactLight'
WeaponAnimType=MWT_Shotgun
PawnAnimSet=AnimSet'MyGameContent.Animations.Pawn_ Anim'
PawnAnim=Pawn_Shotgun_shot
}
For MyGame_LaserRifleAttachment the difference is:
WeaponClass=class'MyGame_LaserRifle'
WeaponAnimType=MWT_LaserRifle
Everything else same.
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Sunderland repliedThank you for answer, i appreciate the help. Have error "Failed to find DependsOn/Implements class 'MyWeaponType' while parsing 'MyGame_MyAnimBlendByWeaponType' "
Problem is when i use script with only 3 weapon that i implement in it before (pistol, shotgun, rocketlauncher) everything work fine, but when i want to add another weapon - LaserRifle (first 3 weapon i add with success), attachment class and LaseRrifle class same as pistol, shotgun, even skeletal mesh same, i have a error Mygame_LaserRifleAttachment: Unrecognized type 'MyWeaponType'.
Sorry for my bad English.
Thank you in advance
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Chosker repliedMyAnimBlendByWeaponType needs to know about MyWeaponType at compile time. for this to happen you need to make sure MyWeaponType is compiled before MyAnimBlendByWeaponType. and for this you need to use the dependsOn keyword. like this,
Code:class MyAnimBlendByWeaponType extends UTAnimBlendBase dependsOn(MyWeaponType); //rest of code
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Sunderland repliedThe same error when only Bow2 weapon class (and attachment class) exist.
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Sunderland repliedHi, I follow this tutorial and it is work for me. But when i try to add one more weapon type (let's say bow2) i've got a error Mygame_Bow2Attachment: Unrecognized type 'MyWeaponType'.
For example:
class MyAnimBlendByWeaponType extends UTAnimBlendBase;
enum MyWeaponType
{
MWT_Sword,
MWT_Gun,
MWT_Bow,
MWT_Bow2
};
simulated function SetWeaponAnimType(MyWeaponType weapAnimType)
{
SetActiveChild(weapAnimType, BlendTime);
}
DefaultProperties
{
Children(0)=(Name="Sword")
Children(1)=(Name="Gun")
Children(2)=(Name="Bow")
Children(3)=(Name="Bow2")
bFixNumChildren=True
}
Attachment class same as for (gun, bow and sword)
DefaultProperties
{
WeaponAnimType=MWT_Bow2
}
Thank you in advance
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Kelt'ar repliedI am using his custom animnode...It works perfectly until I try to rotate and then the animation goes to Rif...also I have the jump problem
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DannyMeister repliedOriginally posted by Kelt'ar View PostbUMP! And the jump animation doesnt work...the char plays the run anim when falling.
/off topic. Thanks immortius
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Kelt'ar repliedbUMP! And the jump animation doesnt work...the char plays the run anim when falling.
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Kelt'ar repliedFor some reason, My Idle animation for one of my weapons is not working...The character plays the rifle animation instead:
See pic:
Uploaded with ImageShack.us
THe one on the left is the Idle and the right is when the character is moving
Ideas anyone?
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polemos repliedimmortius can u help; I want to have multiple Animation sets how do i set weapons to use specific animsets?
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KyuIn repliedAh!!!!! So that why it was not working!! Thanks a lot!! now I can see it : )
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