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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.

    #2
    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)

    Comment


      #3
      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

      Comment


        #4
        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

        Comment


          #5
          oh okay, sorry for late reply. but before i start to compiling.it appears that under my july UDK defaultEngine.ini under [UnrealEd.EditorEngine] has this

          Code:
          [UnrealEd.EditorEngine]
          +EditPackages=UTGame
          +EditPackages=UTGameContent
          +EditPackages=CastleGame


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

          Code:
          [UnrealEd.EditorEngine]
          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.
          -Roxez

          Comment


            #6
            +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.

            Comment


              #7
              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?

              Comment


                #8
                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.

                Code:
                class MYCamera extends Camera
                	placeable;
                
                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;
                	}
                	else
                	{
                		// 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
                			if(EnableCameraRotation)
                			{
                				switch(CameraStyle)
                				{
                					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;
                										break;
                					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

                Code:
                class MYPlayerController extends GamePlayerController dependson(MYCamera)
                	config(MyGame);
                
                exec function EnableCameraRotation()
                {
                	MYCamera(PlayerCamera).CameraStyle = 'TransformPlayer';
                	MYCamera(PlayerCamera).EnableCameraRotation = true;
                }
                ...

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