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Inverse PlayHit

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  • Inverse PlayHit

    Hi,

    I was looking at the UnrealScript API
    and I only seem to find mutators functions.

    What I want to know is if there are functions that could return stuff like the inverse function for PlayerPawn's class's PlayHit
    but that would give
    float Damage,
    vector HitLocation,
    name damageType,
    vector Momentum

    instead of letting me set them.

    Thank you very much

  • #2
    I think you're likely approaching something in a very wrong manner. What exactly are you trying to do?

    Comment


    • #3
      I want to get some basic information about the PlayerPawn instance.

      I just want to know when the main Actor gets hit and from where.

      Comment


      • #4
        First off, isn't PlayerPawn back in Unreal 1/UT99 days?

        Second off, did you actually look in the file, because you described exactly a function that is already there that is what you want...

        Comment


        • #5
          I was actually looking at a document which I found out afterward that was about Unreal Tournament 1 (using UnrealScript).

          You said that there is a function already included so I could get the information I am looking for, which one is it if you please ?

          Thank you

          Comment


          • #6
            If you're replacing the Pawn with your own custom one, you can override the TakeDamage() call to get whatever info you need.. if not, you can use a GameRules NetDamage() function

            Comment


            • #7
              Thank you very much for this information.

              1. Do you know where I could find good documentation on these functions ?

              I only found an old outdated API documentation with deprecated functions....

              Also, I have a couple more questions :

              2. Will my "Mod" be compatible with other Unreal Engine powered games (such as Gears of War) ?

              3. Once I will have done this Mod, will I be able to easily call some C++ DLL functions (that I have already done using Visual C++) ?

              4. Am I dependent from the UnrealEd IDE to write / compile my Unreal Scripts ? If not, what editor would be the best ?

              5. Is UnrealEd only available on the Unreal Tournament 3 Disc ?

              Thank you very much once again, (as this help is greatly appreciated)
              And sorry for these newbies questions.

              Comment


              • #8
                Originally posted by lmoreault View Post
                Thank you very much for this information.

                1. Do you know where I could find good documentation on these functions ?

                I only found an old outdated API documentation with deprecated functions....

                Also, I have a couple more questions :

                2. Will my "Mod" be compatible with other Unreal Engine powered games (such as Gears of War) ?

                3. Once I will have done this Mod, will I be able to easily call some C++ DLL functions (that I have already done using Visual C++) ?

                4. Am I dependent from the UnrealEd IDE to write / compile my Unreal Scripts ? If not, what editor would be the best ?

                5. Is UnrealEd only available on the Unreal Tournament 3 Disc ?

                Thank you very much once again, (as this help is greatly appreciated)
                And sorry for these newbies questions.
                Sounds like you'd probably be better off doing some tutorials before diving in the deep end. Do you actually have UT3?

                1) Generally, the code is well enough commented and easy enough to understand without the need for API documentation.

                2) No. It doesn't share the same UScript code base, art assets, or the even the same engine build.

                3) No. You won't be able to do it at all.

                4) I use Notepad++. Unrealscript is just text files after all. UnrealFrontEnd will let you compile and log the output.

                5) Yes.

                Comment


                • #9
                  Thank you for the quick response ambershee.

                  Indeed I don't have my copy of UT3 yet, as I am looking around at thing that I could possibly do with it.

                  I am planning to do some sort of environmental feel to the game by adding external components controlled by the game's output.

                  If I get you right then, the only way to access the variables from UT3 via Unreal Scripting would be to log them in a file and access this file via my C++ Application ?

                  Comment


                  • #10
                    TCPLink is now implemented in patch 1.2 - which allows some transfer between applications - but it won't let you include an external library outright.

                    You're probably better off incorporating whatever it is you want within Unreal.

                    Comment


                    • #11
                      What if I have my own (C++) application establishing a TCP Link with UT3 ? (using TCPLink)
                      Then I would be completely independent from UT3 (except from the data received via TCP)

                      Wouldn't I ?

                      Regards

                      Comment


                      • #12
                        It really depends on what you're trying to do.

                        Comment


                        • #13
                          To make it easier...

                          Lets say that what I want to do is simply make a red light flash on my desk (driven by the LPT port / controlled by my C++ application) every time that I get hit in UT3 (by a bullet or explosion)

                          Comment


                          • #14
                            Should be feasible. There may be some delay between the event and the flash however.

                            Comment


                            • #15
                              Is the logger "UnrealScript" way would be faster than TCPLink ?

                              If you have a clue.

                              Comment

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