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ok, this may sound dorky...

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  • replied
    So that would be an SOP: Subjectively Oriented Programming. You know it almost sounds like philosophy!

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  • replied
    Originally posted by GAGGLONE
    they should catorgise them
    this would lead to subjective or even arbitrary sorting, with a whole lotta stuff (current count is about 2500 classes, i believe) not fitting in any convenient category, or a category of one, not very efficient. but if you'd like to do the work of such a sort, i'm sure some folk might find it useful. maybe post it on the Wiki when you're done.

    the game devs don't need it, though, and since the Editor is part of their toolbox (we just sorta borrow it to play around with ), they probably won't do things any different.

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  • replied
    Originally posted by V3rt1go
    It's just as goofy as the ONS stuff. All the vehicle factories are under vehicle factories, but the link gun turret is under pawns as a "manual gun pawn." Maybe it makes sense to a programmer, but it drives me nuts because by the time I'm on to the next map I forget where the heck turrets are.
    they should catorgise them.

    Weapsons
    -all the weapons
    -all the ammo
    vehicles
    -all the items you can use in the sense of get into them.
    Game objectives
    -ctf stuff
    -ons stuff
    -double domination
    ect...

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  • replied
    Originally posted by Hsoolien
    just wait till you try programming in Uscript, sometimes trying to find out where in the tree something was defined/done is a chore...
    for UT2004, the UDE search function and class/package display options make this much less troublesome. use WOTgreal for earlier versions.

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  • replied
    just wait till you try programming in Uscript, sometimes trying to find out where in the tree something was defined/done is a chore...

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  • replied
    Well that makes sense. My problem is that I have it stuck in my head that "pawns" are just things like xpawns that I only stick into a map as a gauge for correcting scale. So my mental definition runs something like "thing for gauging scale and having no function in the game."

    Hey, I remember hearing about object oriented programing. Maybe one of these days I'll even find out what object it's oriented towards, heh.

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  • replied
    Linkgun Turret extending Pawn does make sense if you think about it from a gamer and programming perspective. It's not a vehicle, so it doesn't need any special vehicle code, so it doesn't extend vehicle. You operate the link turret by stepping on a platform, where your view changes to that of the turret. So really, all it is doing is changing your point of view and limiting movement. You can do that easily by extending Pawn and adding some extra functions. Vehicles all extend Pawn as well of course, but since they need a lot of additional physics code and so on, they have a couple of extra superclasses that all other vehicles extend from.

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  • replied
    Object Oriented Programming

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  • replied
    Heh, and an "OOP" is what? (Really, I just to "drive" the thing LoL.)

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  • replied
    Originally posted by V3rt1go
    Maybe it makes sense to a programmer...
    that's exactly why the class hierarchies are the way they are. the entire game is, after all, only programming of one sort or another, so it would *have* to make sense to the programmers -- each subclass inherits properties and functions from its parent(s), so which existing class to extend is based on what the new class is supposed to do. it isn't an arbitrary choice. it leads to some odd associations (the CTF flag system being particularly byzantine) but when you get down to the basics of OOP concepts, it does make sense.

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  • replied
    It's just as goofy as the ONS stuff. All the vehicle factories are under vehicle factories, but the link gun turret is under pawns as a "manual gun pawn." Maybe it makes sense to a programmer, but it drives me nuts because by the time I'm on to the next map I forget where the heck turrets are.

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  • replied
    i remember one of the first things i did in ued 3.0 was open the actor viewer and have a look around, saved me some time later on too

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  • replied
    o thank god, im glad to see that im not the only person who thinks that

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  • replied
    Originally posted by GAGGLONE
    jump dest? wow. i thought that stood for jump destination...
    It does, sorta. The bots should want to jump to a flag, although maybe not *literally*. I think it's a special pathing thingy that adds more importance, plus allows them to jump if they're near-but-not-on or something, maybe to dodge over it for faster grabbing. I really have no idea (exactly), but my butt wanted to talk, so..

    Dorky B (so on-topic, it's ridiculous)

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  • replied
    Originally posted by Fecal Marmaset
    Actor > Navigation Point > Jump Dest > Jump Spot > Game Objective > CTFBase > xRealCTFBase


    Using the "search" feature in this forum, is your friend.



    jump dest? wow. i thought that stood for jump destination...

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