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[Tutorial] Third Person Game with GOW camera

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  • good but have an error

    I have this problem and not exactly sure what to do with the new scripts:



    [0001.71] Init: Version: 9140
    [0001.71] Init: Epic Internal: 0
    [0001.71] Init: Compiled (64-bit): Nov 22 2011 17:03:01
    [0001.71] Init: Command line:
    [0001.71] Init: Base directory: C:\UDK\UDK-2011-11\Binaries\Win64\
    [0001.71] Init: Character set: Unicode
    [0001.71] Log: Executing Class UnrealEd.MakeCommandlet
    [0001.85] --------------------Core - Release--------------------
    [0001.89] --------------------Engine - Release--------------------
    [0003.37] --------------------GFxUI - Release--------------------
    [0003.44] --------------------GameFramework - Release--------------------
    [0003.73] --------------------UnrealEd - Release--------------------
    [0003.87] --------------------GFxUIEditor - Release--------------------
    [0003.88] --------------------IpDrv - Release--------------------
    [0004.06] --------------------OnlineSubsystemPC - Release--------------------
    [0004.16] --------------------OnlineSubsystemSteamworks - Release--------------------
    [0004.32] --------------------OnlineSubsystemGameCenter - Release--------------------
    [0004.51] --------------------UDKBase - Release--------------------
    [0004.86] --------------------UTEditor - Release--------------------
    [0004.87] --------------------UTGame - Release--------------------
    [0008.21] --------------------UTGameContent - Release--------------------
    [0008.45] --------------------YourGame - Release--------------------
    [0008.45] Warning, Can't find files matching C:\UDK\UDK-2011-11\Binaries\Win64\..\..\Development\Src\YourGame\C lasses\*.uc
    [0008.52]
    [0008.52] Warning/Error Summary
    [0008.52] ---------------------
    [0008.53] Warning, Can't find files matching C:\UDK\UDK-2011-11\Binaries\Win64\..\..\Development\Src\YourGame\C lasses\*.uc
    [0008.53]
    [0008.53] Success - 0 error(s), 1 warning(s)
    [0008.53]
    Execution of commandlet took: 6.82 seconds

    mind givin a little more help? TY 4 posting this tutorial

    Comment


    • Where can find tutorial about create Lens Effects for blood (like GeOW), water or dirt?

      Comment


      • Where do I go to compile the script?

        Comment


        • Hello. is there anyway to get the pawn to follow the camera vertically?

          Comment


          • can you make an RPG (orbit camera) style tutorial?? please

            Comment


            • Originally posted by ceora View Post
              can you make an RPG (orbit camera) style tutorial?? please
              Youll need to add this to player controller

              state PlayerWalking
              {
              ignores SeePlayer, HearNoise, Bump;

              event NotifyPhysicsVolumeChange( PhysicsVolume NewVolume )
              {
              if ( NewVolume.bWaterVolume && Pawn.bCollideWorld )
              {
              GotoState(Pawn.WaterMovementState);
              }
              }

              function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
              {
              if( Pawn == None )
              {
              return;
              }

              if (Role == ROLE_Authority)
              {
              // Update ViewPitch for remote clients
              Pawn.SetRemoteViewPitch( Rotation.Pitch );
              }

              Pawn.Acceleration = NewAccel;
              CheckJumpOrDuck();
              }

              function PlayerMove( float DeltaTime )
              {
              local vector X,Y,Z, NewAccel;
              local eDoubleClickDir DoubleClickMove;
              local bool bSaveJump;
              local Rotator DeltaRot, ViewRotation, OldRot, NewRot;;


              if( Pawn == None )
              {
              GotoState('Dead');
              }
              else
              {
              GetAxes(Rotation,X,Y,Z);

              //update viewrotation
              ViewRotation = Rotation;
              // Calculate Delta to be applied on ViewRotation
              DeltaRot.Yaw = PlayerInput.aTurn;
              DeltaRot.Pitch = PlayerInput.aLookUp;
              ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot );
              SetRotation(ViewRotation);

              // Update acceleration.
              NewAccel = PlayerInput.aForward*X + PlayerInput.aStrafe*Y;
              NewAccel.Z = 0;
              // pawn face newaccel direction //

              //===
              OldRot = Pawn.Rotation;
              if( Pawn != None )
              {
              if( NewAccel.X > 0.0 || NewAccel.X < 0.0 || NewAccel.Y > 0.0 || NewAccel.Y < 0.0 )
              NewRot = Rotator(NewAccel);
              else
              NewRot = Pawn.Rotation;
              }
              Pawn.FaceRotation(RInterpTo(OldRot,NewRot,Deltatim e,90000,true),Deltatime);
              //===

              NewAccel = Pawn.AccelRate * Normal(NewAccel);
              DoubleClickMove = PlayerInput.CheckForDoubleClickMove( DeltaTime/WorldInfo.TimeDilation );
              bDoubleJump = false;

              if( bPressedJump && Pawn.CannotJumpNow() )
              {
              bSaveJump = true;
              bPressedJump = false;
              }
              else
              {
              bSaveJump = false;
              }

              ProcessMove(DeltaTime, NewAccel, DoubleClickMove,Rotation);

              bPressedJump = bSaveJump;
              }
              }

              event BeginState(Name PreviousStateName)
              {
              DoubleClickDir = DCLICK_None;
              bPressedJump = false;
              GroundPitch = 0;
              if ( Pawn != None )
              {
              Pawn.ShouldCrouch(false);
              if (Pawn.Physics != PHYS_Falling && Pawn.Physics != PHYS_RigidBody) // FIXME HACK!!!
              Pawn.SetPhysics(PHYS_Walking);
              }
              }

              event EndState(Name NextStateName)
              {
              GroundPitch = 0;
              if ( Pawn != None )
              {
              Pawn.SetRemoteViewPitch( 0 );
              if ( bDuck == 0 )
              {
              Pawn.ShouldCrouch(false);
              }
              }
              }

              Begin:
              }

              Comment


              • Thank's a lot ;D, and good tutorial it helped me to understand something!
                i have another question, what is the difference between extend the camera, playercontroller camera function or Pawn calccamera??
                i know that extending the camera function i can use more stuff, but in a lot of example i see the camera is calculated in all the three class at the same time. i can't really understand it!

                Comment


                • Just came across this thread today and was very excited to see the results on my own machine. I was curious on something related to the Pawn's aiming: does anyone know how to take this tutorial and have the pawn aim towards the center of the camera? Or maybe just a nudge in the right direction on doing that? I actually have the "RPG orbit" style camera described above working fine and have the shoulder camera working as a regular shoulder camera should when LeftShift is held down (except having the pawn aim up or down depending on the angle of the camera).

                  Comment


                  • Does anybody knows why this Scripts have NO sounds at all? all kind of sounds are disabled.

                    Comment


                    • Originally posted by inxamii View Post
                      Does anybody knows why this Scripts have NO sounds at all? all kind of sounds are disabled.
                      this extends gameinfo class Not utgame thus there are no sounds you have to put that in yourself. I recomend examining the UTgame scripts so you can see how its built. its time consuming but not hard.

                      Comment


                      • I followed this and it's working nicely, thanks!
                        One issue though is that I can't figure out how to get the player to hold a weapon? I have the sockets set up on my player mesh, but running over a weaponpickup factory does nothing at all (somewhat understandably, given the classes this derives from) but even manually giving the player inventory though kismet doesn't work. :S Any ideas?

                        Comment


                        • excellent article!
                          I suggest beginner read this at least 3 times. what different between this article and others is that pawn extends from game pawn, not UTPawn.

                          Comment


                          • thanks!It is working perfectly!Is it possible that when i am in Freecam i can rotate my aim?( i extend weapon from udkweapon)

                            Comment


                            • so i'm trying to get a cam that does firstperson, thirdperson, and shouldercam. but i want the thirdperson camera to be freespining and the character to turn seperate based on direction input while the firstperson and shoulder cams or set to have the character turn with the camera

                              i have tried to combine the thirdperson/shouldercam from Psilocybe and the rfeespin cam from McTune and i got the thirdperson cam working right but the first and shoulder cams also freespin and i was hoping someone might tell me how i can add the command behindview into the scripts without breaking the thirdperson cam

                              i have tried to figure out how to add it into the camera.uc and the playercontroller.uc but idk how to tell the engine what it does

                              there is a line in my playercontroller.uc the allows me to tell the game to hide or unhide the player mesh when i press a button
                              function HideMesh(bool meshVisible)
                              {
                              Pawn.Mesh.SetOwnerNoSee(meshVisible);
                              }

                              and i thought maybe i could that for behindview as well, but like i said idk how to write the same thing for behindview to work

                              any help would be appreciated thanks

                              Comment


                              • I have a question on using scripted camera ingame:

                                I want to change the camera from the ones i've used in a cinematic(to show different perpectives + effects and such) to the default one (which can only be found in the Pawn.uc script)

                                A snippet
                                simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
                                {
                                local vector HitLoc,HitNorm, End, Start, vecCamHeight;

                                vecCamHeight = vect(-20,20,0);
                                vecCamHeight.Z = CamHeight;
                                Start = Location;
                                End = (Location+vecCamHeight)-(Vector(Controller.Rotation) * CamOffsetDistance); //cam follow behind player controller
                                out_CamLoc = End;

                                //trace to check if cam running into wall/floor
                                if(Trace(HitLoc,HitNorm,End,Start,false,vect(12,12 ,12))!=none)
                                {
                                out_CamLoc = HitLoc + vecCamHeight;
                                }

                                return true;
                                }

                                Comment

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