Hey guys, thanks for the comments, and sorry for the long time between my own comments.
So, for everyone who is wondering about weapons, this tutorial is written with entirely custom scripts, meaning that really hardly anything besides the camera and basic movement stuff is implemented. This means, that, just by following this tutorial, you will not have weapons. You'll need to implement them yourself.
This leaves you with a few options.
Number one, you could follow one of the tutorials the exist on custom weapons, although this might require a fair bit of coding, and you'll have to understand how to properly mesh the two tutorials.
Number two, you could attempt to extract the weapons related code from the UTGame scripts.
Number three, if you're not interested in creating a full game, you could use the camera script and adapt it to work with the UTGame scripts so as to port this into Unreal Tournament.
If I had the time right now (which I may have fairly soon), I'd go in and see if I could work one of these solutions myself and post up a tutorial. For now, though, unfortunately you're on your own with weapons.
As for specifics, Ronsen, like I said, this tutorial does not currently include weapons, but you could try one of the ideas I listed above. About c/c++, I think it's entirely possible to learn Unrealscript without knowing c++ first. All it takes is a little drive to learn how c++ works, since unrealscript is based in c++. I myself hadn't done any c++ at all in years, and I'm foraging ahead ok.
@rahatropa, thanks much for the compliments! The way you're doing seems like it would work fine, but I would recomment consolidating all of your essential camera functions in your camera script. This way, when you create a game with a bunch of different viewpoints and such, you need only to define your camera class from the playercontroller script and everything switches correctly. As for how to do it in the camera script, let me run over the major points:
First, I would do zooming using freecamdistance as described in my tutorial. This consolidates all of your vector math and camera functions in the camera script. Keeping everything in the camera script will definitely make things less confusing.
As for how to lock camera angles, it's fairly simple. I'm using some script from this tutorial for the example, as I don't know what your code looks like, but hopefully it will be clear:
Lets take our camera script from the first tutorial section and add an isometric state.
Now, if you're using any tutorials I've read, the camera script should use a variable called Rot for the rotation of the camera, as it is here, so this should be relevant to whatever sort of script you're using. If you need to address this rotation from outside the camera script, you'll need to address it by typecasting. If you need help on any of this, please post your code either here or in another thread, and I'd be happy to take a look.
@Sashy, like I said, I haven't tried using this with existing scripts that come with the UDK. What scripts are you creating custom and what scripts are you taking from UT3 or UDK?
If I've missed anyone, or anything isn't clear, just post or message me, and I'll get back to you ASAP.
Cheers!
So, for everyone who is wondering about weapons, this tutorial is written with entirely custom scripts, meaning that really hardly anything besides the camera and basic movement stuff is implemented. This means, that, just by following this tutorial, you will not have weapons. You'll need to implement them yourself.
This leaves you with a few options.
Number one, you could follow one of the tutorials the exist on custom weapons, although this might require a fair bit of coding, and you'll have to understand how to properly mesh the two tutorials.
Number two, you could attempt to extract the weapons related code from the UTGame scripts.
Number three, if you're not interested in creating a full game, you could use the camera script and adapt it to work with the UTGame scripts so as to port this into Unreal Tournament.
If I had the time right now (which I may have fairly soon), I'd go in and see if I could work one of these solutions myself and post up a tutorial. For now, though, unfortunately you're on your own with weapons.
As for specifics, Ronsen, like I said, this tutorial does not currently include weapons, but you could try one of the ideas I listed above. About c/c++, I think it's entirely possible to learn Unrealscript without knowing c++ first. All it takes is a little drive to learn how c++ works, since unrealscript is based in c++. I myself hadn't done any c++ at all in years, and I'm foraging ahead ok.
@rahatropa, thanks much for the compliments! The way you're doing seems like it would work fine, but I would recomment consolidating all of your essential camera functions in your camera script. This way, when you create a game with a bunch of different viewpoints and such, you need only to define your camera class from the playercontroller script and everything switches correctly. As for how to do it in the camera script, let me run over the major points:
First, I would do zooming using freecamdistance as described in my tutorial. This consolidates all of your vector math and camera functions in the camera script. Keeping everything in the camera script will definitely make things less confusing.
As for how to lock camera angles, it's fairly simple. I'm using some script from this tutorial for the example, as I don't know what your code looks like, but hopefully it will be clear:
Lets take our camera script from the first tutorial section and add an isometric state.
Code:
Under our switch-case statement, below the if statement for ThirdPerson camera style, we'll add another if statement. if (CameraStyle == 'Isometric') // A basic if statement { Rot.pitch = -10000; Rot.yaw = -5500; // With these two statements, we're telling the camera to stay fixed at these rotation values, provided by rahatropa } You're also going to need to add the line case 'Isometric' : under the case declaration for ThirdPerson. You will also, of course, also have to provide a way to switch camerastyles; this is described in the GOW Camera section of the tutorial.
@Sashy, like I said, I haven't tried using this with existing scripts that come with the UDK. What scripts are you creating custom and what scripts are you taking from UT3 or UDK?
If I've missed anyone, or anything isn't clear, just post or message me, and I'll get back to you ASAP.
Cheers!
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