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My UnrealScripting Adventure

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    My UnrealScripting Adventure

    Hey There,

    I'm just new to the unrealscript, so Im using nfringe (latest version) and UDK(july released) together with VS2008.

    so I tried followed wildicv's video (referring to his setting up video) and I noticed that in the project's properties > build tab, I am missing "Manually Set UCC Outputs" under Script Outputs. I was dumbfounded with that. Through I did managed to build and run. but I can't be sure how exactly to test whether I have setted up properly. Another reference I take to setted up is Allar's method of course.

    Having Said that (and since i'm going to see you guys more often :P ), could you guys explain it to me regarding my situation, and guide me on setting up the udk environment. hopefully I managed to get it right this time.

    -Cheers, Roxez.

    I dont understand your question, although i think thats probly because im tired.
    What exactally is it that you're using Visual studio for? scripting for Uscript or compling.dlls to use with DLLBind? (also, i use Notepad for all scripting and codeblocks to compile since Vs annoys me far too much with its auto-corrections and popups)


      Im using it for Uscript plus im used to VS interface and all... but whats the compiling .dlls for mind if i asking?

      -thanks for the feedback, Roxez


        The "Allar's" examples should still work, just ignore the "Manually Set UCC Outputs" and setup the stuff like explained. If u compile the VS project inside the "UDKGame/Script" folder should now be a .u file with your project name.

        Also set nfringe to UE3 Licensee and just set a breakpoint in your gameinfo or pawn class and if it hits the breakpoint u are all set up.

        bye Andy


          oh okay, sorry for late reply. but before i start to appears that under my july UDK defaultEngine.ini under [UnrealEd.EditorEngine] has this


          where else under 'Allar's' guide you have this

          32	EditPackagesOutPath=..\..\UTGame\Script
          33	FRScriptOutputPath=..\..\UTGame\ScriptFinalRelease
          34	+EditPackages=UTGame
          35	+EditPackages=UTEditor
          36	+EditPackages=UTGameContent
          37	;ModEditPackages=MyMod
          38	AutoSaveDir=..\..\UTGame\Autosaves
          39	InEditorGameURLOptions=?quickstart=1?numplay=1
          it looks like ';ModEditPackages=MyMod' is missing and '+EditPackages' is towards 'CastleGame' instead. question is now is that, do i manually encode the ModEditPackages instead and change the value of +EditPackages or is there another appropriate way.

          thanks for the help so far, udk started to get interesting.


            +ModEditPackages is deprecated, just add

            +EditPackages=(name of your mod)

            after +EditPackages=CastleGame

            and forget about the rest of the stuff from Allar's example.


              okay. but with the exception of his udk version. allar's are quite useful and explanatory. is there any other links that you would recommend other than allar's then?


                sorry i've resurrect my own topic, but i need help.

                currently im doing on our custom class for our project. we planned it for a world of warcraft type of camera. so ive been doing on 2 camera rotation style. first one is where I hold right mouse button, and i can rotate my camera along with my character. this means i cant see my character's front side at all. this is okay and im able to do it.

                the 2nd type is that, i hold left mouse button, and i can transform my camera, only this time, i can rotate it to the point i can see my character's front side. well i havent searched hard enough.

                heres how i did for the working one.

                MYCamera class.

                class MYCamera extends Camera
                var bool EnableCameraRotation;
                var int Roll;
                var int Pitch;
                var int Yaw;
                function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
                	local vector		Loc, Pos, HitLocation, HitNormal;
                	local rotator		Rot;
                	local Actor			HitActor;
                	local CameraActor	CamActor;
                	// Default FOV on viewtarget
                	OutVT.POV.FOV = DefaultFOV;
                	// Viewing through a camera actor.
                	CamActor = CameraActor(OutVT.Target);
                	if( CamActor != None )
                		CamActor.GetCameraView(DeltaTime, OutVT.POV);
                		// Grab aspect ratio from the CameraActor.
                		bConstrainAspectRatio	= bConstrainAspectRatio || CamActor.bConstrainAspectRatio;
                		OutVT.AspectRatio		= CamActor.AspectRatio;
                		// See if the CameraActor wants to override the PostProcess settings used.
                		CamOverridePostProcessAlpha = CamActor.CamOverridePostProcessAlpha;
                		CamPostProcessSettings = CamActor.CamOverridePostProcess;
                		// Give Pawn Viewtarget a chance to dictate the camera position.
                		// If Pawn doesn't override the camera view, then we proceed with our own defaults
                		if( Pawn(OutVT.Target) == None ||
                			!Pawn(OutVT.Target).CalcCamera(DeltaTime, OutVT.POV.Location, OutVT.POV.Rotation, OutVT.POV.FOV) )
                			//During Camera Rotation
                					case 'TransformPlayer':		
                										PitchDegree = -45;
                										FreeCamDistance = 500;
                										//Camera Rotation
                										Rot = PCOwner.Rotation;
                										//Camera Position between Character
                										Loc = OutVT.Target.Location;
                										//Pass Values once exit transforming
                										Pitch = Rot.Pitch;
                										Roll = Rot.Roll;
                										Yaw = Rot.Yaw;
                										//Calculation Camera
                										Pos = Loc - Vector(Rot) * FreeCamDistance;
                					case 'SecondCameraMode':...
                			Pos = Loc - Vector(Rot) * FreeCamDistance;
                			//Prevent Collision Camera blocking
                			HitActor = Trace(HitLocation, HitNormal, Pos, Loc, FALSE, vect(12,12,12));
                			OutVT.POV.Location = (HitActor == None) ? Pos : HitLocation;
                			OutVT.POV.Rotation = Rot;
                MYPlayerController Class

                class MYPlayerController extends GamePlayerController dependson(MYCamera)
                exec function EnableCameraRotation()
                	MYCamera(PlayerCamera).CameraStyle = 'TransformPlayer';
                	MYCamera(PlayerCamera).EnableCameraRotation = true;