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Post by neosark on Sept 16, 2003 19:18:53 GMT -5
k, so i found a tutorial on how-to mutators, but its for UNREAL...well, rune is unreal right? so i re-built this mut, and i go to test it ingame and it dont work... any reason why? heres the code if someone can help me with this: //============================================================================= // Ghostboy. //============================================================================= class Ghostboy expands Mutator; function Scorekill(Pawn Killer, Pawn Other) { if ((Killer != Other) && (Other != None) && (Killer != None)) { Killer.ScaleGlow += 0.1; Other.ScaleGlow -= 0.1; if (Other.ScaleGlow < 0.1) Other.ScaleGlow = 0.1; } if ( (Other != None) && ((Killer == None) || (Killer == Other)) ) { Other.ScaleGlow -= 0.1; if (Other.ScaleGlow < 0.1) Other.ScaleGlow = 0.1; } Other.Visibility = Other.Default.Visibility * Other.ScaleGlow; Killer.Visibility = Other.Default.Visibility * Killer.ScaleGlow; Super.Scorekill(Killer, Other); } function bool CheckReplacement( actor Other, out byte bSuperRelevant) { if ( Other.IsA('Pawn') || Other.IsA('Carcass') ) Other.Style = STY_Translucent; If ( Other.IsA('Runes') ) return FALSE; return TRUE; } defaultproperties { } i dunno man, i tried it and tried it, but im just learning this stuff.....u know what we need here? a tutorial on making RUNE mutators...
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Post by SaintArtist on Sept 16, 2003 19:42:35 GMT -5
well hafta wait for sexy leppy (hahaha, my new name for him, maybe it catch his attention and he'll answer me faster ) anyway, what I wanted to know is, what site did you get that from? cause a tutorial on how-to seems like heaven in website form ;D
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Post by neosark on Sept 16, 2003 20:05:45 GMT -5
i reply alot....does that make me sexy? lol (course it does ) yes, it seems the 2 ppl that know this stuff are AWOL for the time being... o ya! heres that site sv3.3dbuzz.com/vbforum/unr_main.php
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Post by '¿!N!¿'Lepro$Y on Sept 17, 2003 1:25:41 GMT -5
hmm, so you hit "compile changed scripts" and it compiled without any errors right?, then saved it? then made an .int file for it? It seems like it should work, I never heard of visibility being a variable, if it compiled ok then it probably is l would try and remake the fatboy mute to get started making scorekill mutators yeah, yeah, I know I should make a tutorial, i just don't have the time now,....one day The UnrealWiki site is where I learnt how to code besides just lookin in the ed at how stuff works. It is a huge site, so here are a couple of handy links I picked out wiki.beyondunreal.com/wiki/UnrealScript_Language_Reference/Language_Functionalitywiki.beyondunreal.com/wiki/UnrealScript_LessonsRemember, 90% of the stuff you read will be really confusing, but it is the 10% that makes some kind of sense that will get you started on understanding how unreal/rune code works. hit me with any ?'s about it as you go and i'll see if I can help, I know basically how to code now but I am still a bit ova noob at it as well, it is like life, you learn somethin' new about it every time you look into it. the grapplehook I'm making is drivin me nuts, I am trying iron out da bugs but more pop up L3p
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Post by SaintArtist on Sept 17, 2003 13:59:52 GMT -5
I give up, its too hard, and nothin'll work on a mac . Damn damn damn damn damn... oh well, maybe one day I'll own a pc (hahaha, like when I'm dead) but you know what would have been heavenly.. you know how they have like the actor hierarchy for rune, cause then I'd have all the commands at the tips of me' fingers
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Post by neosark on Sept 17, 2003 16:48:35 GMT -5
heheheh boo mac! ( ) well, i guess ill take a look at that, ya it compiled right, but it still didnta work...hmm...o ya! lep...i think someone already made a grappling hook, those "mindkiller" guys maybe u could take a look at their code to see whats wrong with urs or something (Check the members section) ~Pc~
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Post by '¿!N!¿'Lepro$Y on Sept 19, 2003 17:10:22 GMT -5
woot, don't despair saint, I do all my Runing and coding on my Imac. You just need Virtual PC, A version of Windows and a PC copy of Rune. Took me a while to get all those but it worx. I checked out the mindkiller grapplehook a while ago, it is ok but crappy compared to mine (*boast*) I think the mindkiller grap was designed so you could attack with normal weapon while flying through the air. I wanted mine to be more like the one off quake3 mine is actually a weapon that can be thrown. It works fine as a grapplehook, a lot faster than the mindkiller one. The trouble I am having is with other stuff I am trying to make happen smoothly, i.e when you throw it and it hits another actor, from a hotbowl to another player, it grabs them and drags them back to your player, where they stay attached to the grappa(not so cool if the have a work sword ..ow). It mostly worx, but weird bugs happen occasionally, like sometimes if a player dies while being stuck to the grappa they respawn stuck to it as well, and it can't handle it if it hits another grappa that has also just been thrown, crashes the server. I am thinkin about makin a simpler version without the grabbing thang, just as a grapplehook but I really want it to do da extra stuff anyways l8R cats get your ass codin' Neo ..lol
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Post by neosark on Sept 19, 2003 17:26:57 GMT -5
LOL!!! thats a BUG?? i call that COOL!!! u should release a version of that and call it the "mortal kombat grapple" and when u throw it u could slice int that "GET OVER HERE!!!" thing that scorpion says!!! LOLLLOOOLL!!!! that would be so wikkid-cool lol!
and ya, ima wurkin on codin, but how the HECK do u create those .u files?? that bugs the crap outta me lol
pC-orz
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Post by '¿!N!¿'Lepro$Y on Sept 20, 2003 1:54:02 GMT -5
lol, thats it I gotta track down the MK/scorpion "GET OVER HERE" sound and import it and add it to the grappa. At the moment It says "TRESPASSER!!!" when you grab another player As for the .u file, man, this is what has been holding you back, once you know, you can make stuff and test it. basically, it is a few simple steps (1) Once you made the code how you like it, then select "compile changed scripts" from the menu at the top, if you have made obvious coding mistakes, it will come back with a compile error and it will tell you what it is, so you can try and fix it. Once you have your code free of compile errors, it will say "compiling scripts" at the top for a while. (2) Once your code has compiled without any errors, then hit the "save" button down in the bottom right, in the class menu. This will create a .u file in your Rune/system folder. Then you should be able to test whatever it is you made (3) To make it so others will download the new thing, add a serverpackages line with the name of the .u file as the serverpackage. Say you created a new version of rustymace by highlighting rustymace then selecting "create new class" and you called the package "newmace" and also called the new class "newmace". Once you compiled and saved, you would get a newmace.u in your rune/system folder, therefore the serverpackage you put in your Rune.ini would be; ServerPackages=newmace to summon it you would type: summon newmace.newmace With making mutators, you also need to make an .int file, so it will show up in the mutator menu, this is simple matter of altering this line and put it in a new text file and call it blahblah.int [Public] Object=(Name=AntiCK.AntiChatKill,Class=Class,MetaClass=Engine.Mutator,Description="[iNi]Anti~ChatKill") just replace this: AntiCK.AntiChatKill (package.mutatorname) and this: [iNi]Anti~ChatKill (name that shows in mutator menu) This should get you on track and coding, use the compiler as a trial and error tool to weed out all the syntax mistakes you may make Hit me with any ?'s you come across L3p
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Post by neosark on Sept 20, 2003 19:20:56 GMT -5
oohh....thats weird. i did dat and got noting on it, actually i did get SOMETHING, a RuneI file mismatch, keeping ppl from joinin my server.... but thats what re-installing is for
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Post by '¿!N!¿'Lepro$Y on Sept 21, 2003 16:40:53 GMT -5
when you click on "create new class" to make something, do you give it a new package name as well as a new class name.
I suspect not, because it would then add the new class to the Runei.u package instead of creating a new one, and the changed Runei.u would be then incompatible with other ppls runei.u because it has been altered with the new class that was added
when you click on "create new class" delete the Runei in the top slot and replace with your own package name
good luck matey
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Post by TyRaNNOus on Sept 21, 2003 16:52:24 GMT -5
Well ive got compling and stuff down but whats the easiet way to learn unreal script code? like how you have the super. whatever and other.
etc
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Post by '¿!N!¿'Lepro$Y on Sept 22, 2003 5:02:22 GMT -5
lol, there is no easy way to learn unreal script, that is why you cannot find any easy tutorials. As I say in the post above, the best site for learning code is; wiki.beyondunreal.com/wiki/Home_PageIt has thousands of tutorials and a search engine to find stuff you want. Like I say before though, a lot of it is really confusing, you just gotta wade in there and try learn what you can.
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Post by SaintArtist on Sept 22, 2003 10:16:07 GMT -5
oy... modding is worse then math class... and I HATE math class.
Maybe I'll just compile the worlds largest command list every (and not like that damn coredump site that just doesn't make sense)
You know... to leave my mark on the rune community.
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