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Udk

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    Udk

    Hello,
    I was wondering if anyone could help me with my general problem sorry if it is in the wrong section i thought it should be here. Well anyway i was wondering if udk after having learnt unrealscript would be able to make a mmotps but to start off not online? Also i have made my character and have imported him into udk but i am stuck as how to use him as the actor. I have made the script for him and placed it in UTGame under MyPawn.uc then i try to program him to start as actor in kismet but i cant

    Sorry for the text wall
    Thanks

    #2
    Yes, but the second you put "mmo" name in it, you will be working on a whole new and harder level.

    You can always deside when you wish to connect to server, but know, if you transfer any offline material online later, you are in risk of cheaters (online 100% = you can control the data more).

    About your own character, there is different ways, but i dont know wich is best for you, so ill leave that question open for others to answer

    Comment


      #3
      Originally posted by Brexer View Post
      Yes, but the second you put "mmo" name in it, you will be working on a whole new and harder level.

      You can always deside when you wish to connect to server, but know, if you transfer any offline material online later, you are in risk of cheaters (online 100% = you can control the data more).

      About your own character, there is different ways, but i dont know wich is best for you, so ill leave that question open for others to answer
      Thanks alot you dont know how much that answer helped.

      Comment


        #4
        If it helps here is the script i got it off the forums it may be a bit wrong. The name of the skeletal Mesh i have placed in and the Material Interface i have also placed in.

        PHP Code:
        class EnemyPawn extends UTPawn

        // members for the custom mesh
        var SkeletalMesh Soldier_Mesh;
        var 
        MaterialInterface Soldier_Mat0;
        var 
        AnimTree defaultAnimTree;
        var array<
        AnimSetdefaultAnimSet;
        var 
        AnimNodeSequence defaultAnimSeq;
        var 
        PhysicsAsset defaultPhysicsAsset;




        simulated function SetCharacterClassFromInfo(class<UTFamilyInfoInfo)
        {
            
        Mesh.SetSkeletalMesh(defaultMesh);
            
        Mesh.SetMaterial(0,defaultMaterial0);
            
        Mesh.SetPhysicsAsset(defaultPhysicsAsset);
            
        Mesh.AnimSets=defaultAnimSet;
            
        Mesh.SetAnimTreeTemplate(defaultAnimTree);

        }

        defaultproperties
        {
            
        defaultMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
            
        defaultAnimTree=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
            
        defaultAnimSet(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
            
        defaultPhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'

            
        Begin Object Name=WPawnSkeletalMeshComponent
                AnimTreeTemplate
        =AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
            
        End Object

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