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ok, this may sound dorky...
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legacy-V3rt1go repliedSo that would be an SOP: Subjectively Oriented Programming. You know it almost sounds like philosophy!
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legacy-chipV2 repliedOriginally posted by GAGGLONE
they should catorgise them
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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legacy-GAGGLONE repliedOriginally 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.
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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legacy-chipV2 repliedOriginally 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...
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Hsoolien repliedjust 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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legacy-V3rt1go repliedWell 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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Radiosity repliedLinkgun 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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legacy-V3rt1go repliedHeh, and an "OOP" is what? (Really, I just to "drive" the thing LoL.)
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legacy-chipV2 repliedOriginally posted by V3rt1go
Maybe it makes sense to a programmer...
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legacy-V3rt1go repliedIt'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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legacy-N6CreepingDeath repliedi 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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legacy-[USSR]_Demon repliedo thank god, im glad to see that im not the only person who thinks that
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Dicky B repliedOriginally posted by GAGGLONE
jump dest? wow. i thought that stood for jump destination...
Dorky B (so on-topic, it's ridiculous)
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legacy-GAGGLONE repliedOriginally 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.
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