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    UDK is eject

    Hello! I have some trouble. I made my own car, create physics asset, animtree, animset and use this scripts
    Code:
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    
    class Alfa_Romeo_GT_Content extends UTVehicle_Scorpion;
    
    defaultproperties
    {
    	Begin Object Name=CollisionCylinder
    		CollisionHeight=40.0
    		CollisionRadius=100.0
    		Translation=(X=-25.0)
    	End Object
    
    	Begin Object Name=SVehicleMesh
    		SkeletalMesh=SkeletalMesh'Alfa_Romeo.Meshes.Alfa_Romeo_GT'
    		AnimTreeTemplate=AnimTree'Alfa_Romeo.Anims.Alfa_Romeo_GT_AnimTree'
    		PhysicsAsset=PhysicsAsset'Alfa_Romeo.Meshes.Alfa_Romeo_GT_Physics'
    		MorphSets[0]=MorphTargetSet'Alfa_Romeo.Meshes.Alfa_Romeo_GT_MorphTargets'
    		AnimSets.Add(AnimSet'Alfa_Romeo.Anims.Alfa_Romeo_GT_AnimSet')
    		RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehicle=TRUE,Untitled4=TRUE)
    	End Object
    
    	DrawScale=1.2
    	IconCoords=(U=831,UL=21,V=39,VL=29)
    								     
    	BoostToolTipIconCoords=(U=0,UL=101,V=841,VL=49)
    	EjectToolTipIconCoords=(U=93,UL=46,V=316,VL=52)
    
    	BrakeLightParameterName=Brake_Light
    	ReverseLightParameterName=Reverse_Light
    	HeadLightParameterName=Green_Glows_Headlights
    
    	Seats(0)={(	GunClass=class'UTVWeap_ScorpionTurret',
    				GunSocket=(TurretFireSocket),
    				GunPivotPoints=(gun_rotate),
    				TurretVarPrefix="",
    				TurretControls=(TurretRotate),
    				SeatIconPos=(X=	0.415,Y=0.5),
    				CameraTag=GunViewSocket,
    				CameraBaseOffset=(X=-50.0),
    				CameraOffset=-175,
    				WeaponEffects=((SocketName=TurretFireSocket,Offset=(X=-14,Y=5),Scale3D=(X=2.0,Y=3.0,Z=3.0)),(SocketName=TurretFireSocket,Offset=(X=-14,Y=-5),Scale3D=(X=2.0,Y=3.0,Z=3.0)))
    				)}
    
    	// Sounds
    	// Engine sound.
    	Begin Object Class=AudioComponent Name=ScorpionEngineSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineLoop'
    	End Object
    	EngineSound=ScorpionEngineSound
    	Components.Add(ScorpionEngineSound);
    
    	Begin Object Class=AudioComponent Name=ScorpionTireSound
    		SoundCue=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue'
    	End Object
    	TireAudioComp=ScorpionTireSound
    	Components.Add(ScorpionTireSound);
    
    
    	TireSoundList(0)=(MaterialType=Dirt,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue')
    	TireSoundList(1)=(MaterialType=Foliage,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireFoliage01Cue')
    	TireSoundList(2)=(MaterialType=Grass,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireGrass01Cue')
    	TireSoundList(3)=(MaterialType=Metal,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMetal01Cue')
    	TireSoundList(4)=(MaterialType=Mud,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMud01Cue')
    	TireSoundList(5)=(MaterialType=Snow,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireSnow01Cue')
    	TireSoundList(6)=(MaterialType=Stone,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireStone01Cue')
    	TireSoundList(7)=(MaterialType=Wood,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWood01Cue')
    	TireSoundList(8)=(MaterialType=Water,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWater01Cue')
    
    	WheelParticleEffects[0]=(MaterialType=Generic,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Scorpion_Wheel_Dust')
    	WheelParticleEffects[1]=(MaterialType=Dirt,ParticleTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Wheel_Rocks')
    	WheelParticleEffects[2]=(MaterialType=Water,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Scorpion_Water_Splash')
    	WheelParticleEffects[3]=(MaterialType=Snow,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Snow_Effects.P_Scorpion_Wheel_Snow')
    
    	RedBoostCamAnim=CameraAnim'Camera_FX.VH_Scorpion.C_VH_Scorpion_Boost_Red'
    	BlueBoostCamAnim=CameraAnim'Camera_FX.VH_Scorpion.C_VH_Scorpion_Boost_Blue'
    
    	// Wheel squealing sound.
    	Begin Object Class=AudioComponent Name=ScorpionSquealSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Slide'
    	End Object
    	SquealSound=ScorpionSquealSound
    	Components.Add(ScorpionSquealSound);
    
    	CollisionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Collide'
    	EnterVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Start'
    	ExitVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Stop'
    
    	// Rocket booster sound.
    	Begin Object Class=AudioComponent Name=ScorpionBoosterSound
    		SoundCue=SoundCue'A_Vehicle_Raptor.SoundCues.A_Vehicle_Raptor_EngineLoop'
    	End Object
    	BoosterSound=ScorpionBoosterSound
    	Components.Add(ScorpionBoosterSound);
    
    	// Initialize sound parameters.
    
    	SquealThreshold=0.1
    	SquealLatThreshold=0.02
    	LatAngleVolumeMult = 30.0
    	EngineStartOffsetSecs=2.0
    	EngineStopOffsetSecs=1.0
    
    	VehicleEffects(0)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster',EffectSocket=Booster01)
    	VehicleEffects(1)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster',EffectSocket=Booster02)
    	VehicleEffects(2)=(EffectStartTag=DamageSmoke,EffectEndTag=NoDamageSmoke,bRestartRunning=false,EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Scorpion',EffectSocket=DamageSmoke01)
    	VehicleEffects(3)=(EffectStartTag=MuzzleFlash,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Gun_MuzzleFlash_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Gun_MuzzleFlash',EffectSocket=TurretFireSocket)
    
    	RightBladeStartSocket=Blade_R_Start
    	RightBladeEndSocket=Blade_R_End
    	LeftBladeStartSocket=Blade_L_Start
    	LeftBladeEndSocket=Blade_L_End
    	BladeDamageType=class'UTDmgType_ScorpionBlade'
    	BladeBreakSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeBreakOff'
    	BladeExtendSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeExtend'
    	BladeRetractSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeRetract'
    
    	SelfDestructDamageType=class'UTDmgType_ScorpionSelfDestruct'
    
    	SelfDestructSoundCue=SoundCue'A_Vehicle_Goliath.SoundCues.A_Vehicle_Goliath_Fire'
    	EjectSoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Eject_Cue'
    
    	Begin Object class=PointLightComponent name=LeftRocketLight
    		Brightness=3.0
    		LightColor=(R=96,G=64,B=255)
    		Radius=100.0
    		CastShadows=false
    		bEnabled=false
        	Translation=(X=20,Z=0)
    	End Object
    	LeftBoosterLight=LeftRocketLight
    
    	Begin Object class=PointLightComponent name=RightRocketLight
    		Brightness=3.0
    		LightColor=(R=96,G=64,B=255)
    		Radius=100.0
    		CastShadows=false
    		bEnabled=false
        	Translation=(X=20,Z=0)
    	End Object
    	RightBoosterLight=RightRocketLight
    
    	DamageMorphTargets(0)=(InfluenceBone=LtFront_Fender,MorphNodeName=MorphNodeW_LtFrontFender,LinkedMorphNodeName=MorphNodeW_Hood,Health=30,DamagePropNames=(Damage2))
    	DamageMorphTargets(1)=(InfluenceBone=RtFront_Fender,MorphNodeName=MorphNodeW_RtFrontFender,LinkedMorphNodeName=MorphNodeW_Hood,Health=30,DamagePropNames=(Damage2))
    	DamageMorphTargets(2)=(InfluenceBone=LtRear_Fender,MorphNodeName=MorphNodeW_LtRearFender,LinkedMorphNodeName=MorphNodeW_Hatch,Health=40,DamagePropNames=(Damage1,Damage5))
    	DamageMorphTargets(3)=(InfluenceBone=RtRear_Fender,MorphNodeName=MorphNodeW_RtRearFender,LinkedMorphNodeName=MorphNodeW_Hatch,Health=40,DamagePropNames=(Damage1,Damage5))
    	DamageMorphTargets(4)=(InfluenceBone=Hood,MorphNodeName=MorphNodeW_Hood,LinkedMorphNodeName=MorphNodeW_Hatch,Health=100,DamagePropNames=(Damage3,Damage1))
    	DamageMorphTargets(5)=(InfluenceBone=Hatch_Slide,MorphNodeName=MorphNodeW_Hatch,LinkedMorphNodeName=MorphNodeW_Body,Health=125,DamagePropNames=(Damage1))
    	DamageMorphTargets(6)=(InfluenceBone=Main_Root,MorphNodeName=MorphNodeW_Body,Health=175,DamagePropNames=(Damage6,Damage7))
    
    	DamageParamScaleLevels(0)=(DamageParamName=Damage1,Scale=1.0)
    	DamageParamScaleLevels(1)=(DamageParamName=Damage2,Scale=1.0)
    	DamageParamScaleLevels(2)=(DamageParamName=Damage3,Scale=1.0)
    	DamageParamScaleLevels(3)=(DamageParamName=Damage5,Scale=1.0)
    	DamageParamScaleLevels(4)=(DamageParamName=Damage6,Scale=1.0)
    	DamageParamScaleLevels(5)=(DamageParamName=Damage7,Scale=1.0)
    
    	ScorpionHood=StaticMesh'VH_Scorpion.Mesh.S_VH_Scorpion_Hood_Damaged'
    	BrokenBladeMesh=StaticMesh'VH_Scorpion.Mesh.S_VH_Scorpion_Broken_Blade'
    
    	FlagOffset=(X=-60.0,Y=25,Z=40)
    
    	SelfDestructWarningSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_DestructionWarning_Cue'
    	SelfDestructReadyCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EjectReadyBeep_Cue'
    	SelfDestructEnabledSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineThrustStart_Cue'
    	SelfDestructEnabledLoop=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineThrustLoop_Cue'
    
    	ExplosionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Explode'
    
    	SuspensionShiftSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleCompressD_Cue'
    
    	DrivingPhysicalMaterial=PhysicalMaterial'vh_scorpion.materials.physmat_scorpiondriving'
    	DefaultPhysicalMaterial=PhysicalMaterial'vh_scorpion.materials.physmat_scorpion'
    
    	BurnOutMaterial[0]=MaterialInterface'VH_Scorpion.Materials.MITV_VH_Scorpion_Red_BO'
    	BurnOutMaterial[1]=MaterialInterface'VH_Scorpion.Materials.MITV_VH_Scorpion_Blue_BO'
    
    	SelfDestructExplosionTemplate=ParticleSystem'VH_Scorpion.Effects.P_VH_Scorpion_SelfDestruct'
    	HatchGibClass=class'UTGib_ScorpionHatch'
    
    	BigExplosionTemplates[0]=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Far',MinDistance=350)
    	BigExplosionTemplates[1]=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Near')
    	BigExplosionSocket=VH_Death
    
       	HudCoords=(U=410,V=112,UL=-86,VL=109)
    
    	bHasEnemyVehicleSound=true
    	EnemyVehicleSound(0)=SoundNodeWave'A_Character_Reaper.BotStatus.A_BotStatus_Reaper_EnemyScorpion'
    }
    Code:
    /**
     * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
     */
    class UTVehicleFactory_Alfa_Romeo_GT extends UTVehicleFactory;
    
    defaultproperties
    {
    	Begin Object Name=SVehicleMesh
    		SkeletalMesh=SkeletalMesh'Alfa_Romeo.Meshes.Alfa_Romeo_GT'
    		Translation=(X=0.0,Y=0.0,Z=-70.0) // -60 seems about perfect for exact alignment, -70 for some 'lee way'
    	End Object
    
    	Components.Remove(Sprite)
    
    	Begin Object Name=CollisionCylinder
    		CollisionHeight=+80.0
    		CollisionRadius=+120.0
    		Translation=(X=-45.0,Y=0.0,Z=-10.0)
    	End Object
    
    	VehicleClassPath="UTGameContent.Alfa_Romeo_GT_Content"
    	DrawScale=1.2
    }
    but when i add my vehicle to the level and then run the level UDK is just close.and when in the level are no my vehicle the level run normal. What the problem?

    #2
    don't extend from the scorpian code, watch my video's and use(not copy) the edited code i supply

    chances are you don#t have the same bone names so you should have had errors on compiling, if you didn#t then check your launch.log after trying to play your map

    Comment


      #3
      i just copy you code and vehicle in UDK! Add you vehicle in level but when i start game i cant see you vehicle just like an my own car!

      Comment


        #4
        heh, way to read his post. He said 'use' not copy. there's alot of different named objects that aren't going to work with the code straight out of the gate.

        Comment


          #5
          But i also import content! In the editor i see vehicle but not in game!

          Comment


            #6
            re-build map then save, exit editor and play the map via the game, exit map/game, check launch.log for errors

            Comment


              #7
              there is no errors!

              Comment

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