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    Weapons Compilations

    Hello guys, well i'm new here, well for clarify it more for us, i'm CriticalError, I'm developer of Lineage 2 game, in my free time I try do some things for my server, ok in new release of this game, they make a new weapons set contain special effects with glows, what I trying do is compile myself this, but for some reason ucc don't recognize some values of the file, I compile with UnrealEngine first a file with values declared, because this game is not UnrealTournament so in this case it look like need reverse code or something like that, for example I do the next, I creata a new Pawn with packagename "LineageWarrior" why? well simple the monster .uc files contain extends Pawn, so for this reason need be make a new .u file to recognize this, so in this here I leave a examples of what I do.

    Monster Class:

    class batur_orc_shaman_a_03te extends LineagePawn;




    defaultproperties
    {
    GroundMaxSpeed=60.00
    GroundMinSpeed=60.00
    bSpineRotation=True
    ControllerClass=Class'HerdMonster'
    CollisionRadius=11.00
    CollisionHeight=16.00
    }
    ok so now how got compiled it without errors, making a new .u file with this values.

    //================================================== ===========================
    // LineagePawn.
    //================================================== ===========================
    class LineagePawn extends Pawn
    placeable;


    var() float GroundMinSpeed;
    var() float NameOffset;
    ok so when got compiled this file I put in folder first called LineageWarrior why? because this is first path check before compile script, so if got correct values, this compiled fine. ok now in another folder I put a unreal script "weapon_lind_caster\Classes

    ok a example of mine script in weapons is this.

    //================================================== ==============================
    // weapon_lind_caster.
    //================================================== ==============================

    class weapon_lind_caster extends Emitter;

    defaultproperties
    {
    Emitters=

    bLightChanged=True

    bNoDelete=False

    bSunAffect=True

    DrawScale=0.10

    bDirectional=True

    }
    Ok so now the problem here is for example Emitters and bSunAffect can't compile, I got this error.



    ok here it's the Emitter class from Engine.u

    //================================================== ===========================
    // Emitter: An Unreal Emitter Actor.
    //================================================== ===========================
    class Emitter extends Actor
    native
    placeable;

    #exec Texture Import File=Textures\S_Emitter.pcx Name=S_Emitter Mips=Off MASKED=1


    var() export editinline array<ParticleEmitter> Emitters;

    var (Global) bool AutoDestroy;
    var (Global) bool AutoReset;
    var (Global) bool DisableFogging;
    var (Global) rangevector GlobalOffsetRange;
    var (Global) range TimeTillResetRange;
    //#ifdef __L2 //kurt
    var (Global) bool AutoReplay;//only editor
    var float SpeedRate;//for skillspeed rate
    var (Global) bool bRotEmitter;
    var (Global) rotator RotPerSecond;
    var (Global) bool FixedBoundingBox;
    var (Global) FLOAT FixedBoundingBoxExpand;

    var (SpawnSound) array<sound> SpawnSound;
    var (SpawnSound) float SoundRadius;
    var (SpawnSound) float SoundVolume;
    var (SpawnSound) bool SoundLooping;
    var (SpawnSound) float SoundPitchMin;
    var (SpawnSound) float SoundPitchMax;
    //#endif

    var transient int Initialized;
    var transient box BoundingBox;
    var transient float EmitterRadius;
    var transient float EmitterHeight;
    var transient bool ActorForcesEnabled;
    var transient vector GlobalOffset;
    var transient float TimeTillReset;
    var transient bool UseParticleProjectors;
    var transient ParticleMaterial ParticleMaterial;
    var transient bool DeleteParticleEmitters;

    //nonblock
    var transient float FixedLifeTime;

    //kurt
    var transient bool FirstSpawnParticle;
    var transient vector TrailerPrePivot;
    //emitter light
    var (EmitterLight) bool bUseLight;
    var (EmitterLight) byte LightType, LightEffect;
    var (EmitterLight) byte LightBrightness;
    var (EmitterLight) float LightRadius;
    var (EmitterLight) byte LightHue, LightSaturation;
    var (EmitterLight) byte EmitterLightingType;
    var transient emitterlight pEmitterLight;
    var (EmitterLight) float EL_LifeSpan;
    var (EmitterLight) float EL_InitialDelay;

    //emitter quake
    var (EmitterQuake) bool bUseQuake;
    var (EmitterQuake) byte ShakeType;
    var (EmitterQuake) float ShakeIntensity;
    var (EmitterQuake) vector ShakeVector;
    var (EmitterQuake) float ShakeRange;
    var (EmitterQuake) int ShakeCount;
    var (EmitterQuake) float ShakeTime;
    var (EmitterQuake) float EQ_InitialDelay;

    // nonblock
    // render if the distance is within
    var (Global) range VisibleLimit;
    var (Global) float VisibilityInterpRange;

    // flagoftiger
    var (Global) bool bSetSizeScale;

    // shutdown the emitter and make it auto-destroy when the last active particle dies.
    native function Kill();

    // idearain
    native final function SetSizeScale(float NewScale);

    simulated function UpdatePrecacheMaterials()
    {
    local int i;
    for( i=0; i<Emitters.Length; i++ )
    {
    if( Emitters[i] != None )
    {
    if( Emitters[i].Texture != None )
    Level.AddPrecacheMaterial(Emitters[i].Texture);
    }
    }
    }

    event Trigger( Actor Other, Pawn EventInstigator )
    {
    local int i;
    for( i=0; i<Emitters.Length; i++ )
    {
    if( Emitters[i] != None )
    Emitters[i].Trigger();
    }
    }

    simulated function SetDisabled(bool dis)
    {
    local int i;
    for( i=0; i<Emitters.Length; i++ )
    {
    if( Emitters[i] != None )
    Emitters[i].Disabled = dis;
    }
    }

    defaultproperties
    {
    SpeedRate=1.00
    SoundPitchMin=1.00
    SoundPitchMax=1.00
    VisibilityInterpRange=500.00
    bSetSizeScale=True
    DrawType=10
    bNeedCleanup=False
    bNoDelete=True
    bCheckChangableLevel=True
    RemoteRole=0
    Texture=Texture'S_Emitter'
    Style=8
    bUnlit=True
    }
    well if I miss something you are free to told me, i'm new in this so well, I hope somebody can give a hand with that, many thanks for support and hope got a response to soon.

    #2
    Lineage 2 was built on UE2.5, not UE3. You might have picked the wrong forum.

    Comment


      #3
      Originally posted by Aberiu View Post
      Lineage 2 was built on UE2.5, not UE3. You might have picked the wrong forum.
      yes but in fact, outside can be build things with UnrealEngine 3 too.

      Comment


        #4
        UE2 compiling and UE3 compiling are quite different and the code base is quite different as well.

        Anyway, I didn't see a "bSunEffect" variable declared in the Emitter class. So if that variable doesn't happen to be inherited from the Actor class, the compiler has good reasons to complain about it.

        Comment


          #5
          Originally posted by Wormbo View Post
          UE2 compiling and UE3 compiling are quite different and the code base is quite different as well.

          Anyway, I didn't see a "bSunEffect" variable declared in the Emitter class. So if that variable doesn't happen to be inherited from the Actor class, the compiler has good reasons to complain about it.
          ok many thanks for your reply, but what about it? here I attach a .u file compiled by another person, this is what I trying remake, as I told before somebody made it, so this is possible, for this reason for understand maybe better it, I attach files made this guy, there you have staticmesh + .u file.

          https://www.mediafire.com/?152b8j29xuic5sa

          Comment

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