Announcement

Collapse
No announcement yet.

Tutorials?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    lol thats an actual website, but have u downloaded the .zip file? It tells u how to setup context and unreal for compiling the files to make ur gun work, and has several working classes, which are the files that hold the damage and functionality info, there is a read me in that file, the proper file structure to put in ut UT2004 directory, a sample .bat file to use in context, and a bunch of explaininations. I can answer any specific questions you have, but it is a relitively complex process to even set up ur work environment for easy coding and compiling, and at least this tutorial I have made has helped a couple people get started.

    I just don't think i would get all of it if i wrote a real tutorial, and it took me acout an hours worth of VTMs to learn enough to make my own mods, and I knew how to program.

    Leave a comment:


  • replied
    Originally posted by PlayerPawn
    Tell me what you want and I'll tell you step by step how to make it happen. (I mean everything, like 'open ued, click on this then that, type this and that)

    I know I woulda loved someone to have done that for me when I was starting.

    Shoot.
    Allright then. I want to know how to make my own gun (just something thats looks like an ordinary gun but with a different amount of damage etc.) and I would prefer u didn't say: OK then check out this mod at http://www.whatever.com/ i want u to write something more like this:
    __________________________________________________ __(This is just an example)
    To make a room right click on Brush button put in the size click build button then click close. Bla bla bla u know the rest. And when u write funny words like: object orientated program or whatever put an EXPLANATION so i dont get lost.

    Leave a comment:


  • replied
    u got the right one, AssaultFire is the base, but u dont want to modify game code or ull b cicked from like every server o.O

    The thing is in unrealEd, it does not display default properties, u have to export the lot of em or look somewheres else for the settings. U can also look for those variables in the decleration block near the top of the file. The default properties block is always at the bottom, and often it has alot of features that make one basic gun into the variety UT2004 has now.

    Leave a comment:


  • replied
    But where is the script with how much damage a weapon has in the actor lass browser in UnrealEd???

    Leave a comment:


  • replied
    no sirre bob...
    Code:
    DamageMin=7    //i think u get it, this gun currently needs 15 hits to kill (u wanted to change these)
        DamageMax=7
    Thats an exceprt from a modified assault rifle primary fire class...heres a link to that tutorialish thing i was speaking of, that code is from here:

    http://www.freewebs.com/yo_daddy/SuperAssaultRifle.zip

    it has 4 classes, alot of comments, some decription and background, and a sample .bat file to use the execute function of Context.

    Sometimes the freewebs links are wonky, so try save target as or copying the link into the browser window.

    Leave a comment:


  • replied
    Originally posted by DaJMasta
    if its a projectile weapon (like the rocket launcher) make a new rocket projectile, and set the damage variable. If its instant hit (lightning gun, minigun, assault rifle, ect) open up the gun's fire class and change minimum and maximum damage variables.
    Do u mean in object-->weaponfire-->instantfire-->assault(etc.)fire???
    Because that only lets u change it for beserk and super beserk.

    Leave a comment:


  • replied
    well, unreal ed dosent do anything cor compiling code, i have a basic description of how to set up context, and the folders and files u need to make a slightly modified assault rifle. if u want it, i can email sometime soon, it is a little wierd to understand if ur new to Object Oriented Programming (like c++ or java), just the way things flow and all.

    Leave a comment:


  • replied
    Tell me what you want and I'll tell you step by step how to make it happen. (I mean everything, like 'open ued, click on this then that, type this and that)

    I know I woulda loved someone to have done that for me when I was starting.

    Shoot.

    Leave a comment:


  • replied
    if its a projectile weapon (like the rocket launcher) make a new rocket projectile, and set the damage variable. If its instant hit (lightning gun, minigun, assault rifle, ect) open up the gun's fire class and change minimum and maximum damage variables.

    Leave a comment:


  • replied
    Originally posted by Disruptor
    Wow, thats lazy...
    Well writing 3 words isn't exactly hard work either.

    Leave a comment:


  • replied
    Wow, thats lazy...

    Leave a comment:


  • replied
    Can someone just tell me IN THE THREAD what I have to do to change the damage of a weapon?:weird:

    Leave a comment:


  • replied
    There are a lot of tuts out there for coding, but honestly the best way to learn is to unpack all those files and start messing aorund with a custom gametype. A lot of the video tuts you'd find are pretty basic and stuff like drawing on the hud or working with ai aren't really covered. Also, I'd reccomend checking out sega500's site, although I think a lot of his tuts are for UT2003. Still helpful though.

    And make sure you know the basics before you dive in!

    Leave a comment:


  • replied
    www.masteringunreal.com <- Video Tutorials - very good place to start :] There is a lesson about changing gun damage etc. Check it out

    Leave a comment:


  • replied
    its surprisingly easy. If u wanna mess with the minigun, look for the Ownage Cannon class pack on my mod site, and there are some examples on how to tweak the damage, make ur own ammo, ect...

    Leave a comment:

Working...
X