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Post by '¿!N!¿'Lepro$Y on Apr 24, 2003 21:05:10 GMT -5
Hey ho, I need some help with exporting coded stuff, I must be doin' something wrong. I get a .uc file in the RuneI folder in Rune folder but no .u file shows up in Rune/System folder. This is what I do, After I get a compile with no errors using "compile changed scripts" option in top menu, I then hit "save" in the classes menu down the bottom. When it's finished saving I hit "export", it says "This option will export all modifed classes as .uc text file which can later be rebuilt", I click on "ok" I search high and low in my rune/system folder but can find no reference to me mutator, only .uc file in Runei folder. whatza a guy godda do to get a .u file enee cloos? LeP
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Post by =iNi=Deliverance on Apr 24, 2003 21:43:07 GMT -5
Ok buddy...
Making a mutator goes like this...
**go to "info" in browse column **highlight the "mutator" line (1 click with lft mouse) **go to the bottom of the rt hand ( browse column) to "NEW" **name it what ever u want to...**hint** make class and package same name for now for ez find and access **then put ur code into that window.
after it compiles all scripts with no errors... save as you did b4!
*do not export anything!!! simply close the Editor. If you made it in the Mutators section it should have the .U file in the system folder for ya! Peace man Del
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Post by '¿!N!¿'Lepro$Y on Apr 25, 2003 0:32:03 GMT -5
I don't think I'm putting in the line that creates the package, below is my code for a mute that changes player color with each kill. It also changes skelmesh and spawns a particle effect if player makes a kill while their strength is 60 or more and if their skelmesh is not already 23. Dunno how well this will work or if the player will default on color and skelmesh when they die and respawn.
Where and how in this mute code do I put a line that will make it a package?
mucho appreciato LePa
class MyMutator expands Mutator;
function ScoreKill(Pawn Killer, Pawn Other)
{
if ((Killer != Other) && (Other != None) && (Killer != None))
switch(Rand(3))
{
case 0:
Killer.DesiredColorAdjust.x += 250;
case 1:
Killer.DesiredColorAdjust.y += 250;
case 2:
Killer.DesiredColorAdjust.z += 250;
}
if ((Killer != Other) && (Other != None) && (Killer != None))
{
if (Killer.Strength >= 60)
if (Killer.SkelMesh <= 22)
Spawn(class'Exploding',Killer,,Location,Rotation);
Killer.SkelMesh = 23;
}
Super.ScoreKill(Killer, Other);
}
defaultproperties
{
}
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Post by =iNi=Deliverance on Apr 25, 2003 16:05:49 GMT -5
**highlight the "mutator" line (1 click with lft mouse) **go to the bottom of the rt hand ( browse column) to "NEW" **name it what ever u want to...**hint** make class and package same name for now for ez find and access
****************************** if you did that...it should create a .U in the RuneSystem folder(Dirrectory)
class MyMutator(name the mutator) ex: class = ColorAdjust Package=ColorAdjust
***the package is what creates the .U ***the name of class creates the "Class folder!" found in the Rune Dirrectory(not Rune\System)
Peace man Deliverance
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Post by '¿!N!¿'Lepro$Y on Apr 26, 2003 18:08:58 GMT -5
Is this where I put that package makin line delos ?
class MyMutator expands Mutator;
class = colormod package= colormod
function ScoreKill(Pawn Killer, Pawn Other)
etc. etc. etc... ta LeP
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Post by =iNi=Deliverance on Apr 26, 2003 22:54:32 GMT -5
ok u know how u started making this...
1st thing u did was go to NEW
now after u go to NEW: a little window pops up... 1 sec ill post some shots
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Post by =iNi=Deliverance on Apr 26, 2003 23:00:48 GMT -5
this is where u should see the file actually created...
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Post by '¿!N!¿'Lepro$Y on Apr 28, 2003 17:27:28 GMT -5
HA HA, I GOT IT NOW(slap)(so simple). Thanks fa bean so patient Del, I just didn't see that package slot there when you create a class, so it just got ported to runei.u. I'm starting to get the hang of it now. Here is my most functional mute so far class Blargh expands Mutator; var actor SmokeHead; function ScoreKill(Pawn Killer, Pawn Other) { if ((Killer != Other) && (Other != None) && (Killer != None)) switch(Rand(3)) { case 0: Killer.DesiredColorAdjust.x += 25; case 1: Killer.DesiredColorAdjust.y += 25; } if ((Killer != Other) && (Other != None) && (Killer != None)) SmokeHead = Spawn(Class'Smoke'); if(SmokeHead != None) Killer.AttachActorToJoint(SmokeHead, JointNamed('head')); SmokeHead.LifeSpan = 5; SmokeHead.DesiredColorAdjust.x = 100; Super.ScoreKill(Killer, Other); } function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if (Other.IsA('Weapon')) Weapon(Other).Mass = 0.01; if (Other.IsInState('throw')) Weapon(Other).SetPhysics(Phys_Projectile); if (Other.IsA('RunePlayer')) RunePlayer(Other).GibCount = 75; RunePlayer(Other).CrouchHeight = 0; return true; lol, it's a bit experimental Everything works except for the spawned smoke's color change and changing weapon's thrown physics to projectile. Is it possible to affect a state like "Throw" via the "Check Replacement" function? and where do you put stuff about states in a mute, in relation to function etc? Also I think I need to put that line in to register the mutator, can I just poach the line from one of your mutes, change the relevant bits and stick it in a similar spot in my mute? Thanks delmeister, I woz hella stoked when I saw my mute in my server mute list for the 1st time and saw my mute working(sorta at least) ;D LeP p.s here is the address fa that site wiki.beyondunreal.com/wiki/Home_Page
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Post by =iNi=Deliverance on Apr 28, 2003 17:49:27 GMT -5
var actor SmokeHead; function ScoreKill(Pawn Killer, Pawn Other) { if ((Killer != Other) && (Other != None) && (Killer != None)) switch(Rand(3)) { case 0: Killer.DesiredColorAdjust.x += 25; case 1: Killer.DesiredColorAdjust.y += 25; } if ((Killer != Other) && (Other != None) && (Killer != None)) SmokeHead = Spawn(Class'Smoke'); if(SmokeHead != None) Killer.AttachActorToJoint(SmokeHead, JointNamed('head')); SmokeHead.LifeSpan = 5; SmokeHead.DesiredColorAdjust.x = 100; *********var actor SmokeHead; where did u get this from? if this is some effect that you want to occur... if it is not already a default effect you must make it into an effect class/ with the same "PackageName" as the rest of the mutator. the fallowing section is basically what makes the mutator look for the file/effect you have created. all that player color adjust you have on the mutaor page, should actually be written in the "EffectsClass" using the same packagename as the mutator itself...EX: [ local ]makes the mutator look for the file/effect you have created, then where...what file/effectname local int i; **********Looks in the local int local SlothsFFAEffects b; ***Looks in the local package(inEffects) local SlothsFFATrail chtrail; ***Looks in the local package(inEffects&links to Particlesystem,etc) local rotator r; ***Looks in the local game for rotator(inEffectsi wrote the code in there) Sloths FFA is actually like 10 pages of code, though all we maily see is the mutator itself. It all works like LINKS in a system. Think like a webpage... If I want you to be able to download off the site, I must make a hyperlink...(the comand)then make the filepath link to the actual fileEX: a download link... www.ini-honor-trophies.com/Images/MapName.zipif any of that code to link it is not attched right, it will not work. You're on it man!!!!!!! ROCK ON CODE MASTER!!! GO LEP! ;D LOOKIN GREAT MAN Peace Deliverance
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Post by =iNi=Deliverance on Apr 28, 2003 18:01:09 GMT -5
1 more thing also... all effects created must be created in the scripting(code) and also in the (lower rt column)...(while ur effect is highlighted) go to bottow rt column to " Defaults " these are where you set default properties of this effect... such as: Effect texture, triggered 1 time, triggeretoggled,length of delay, length of effect time,etc this is also where u set...IMPORTANT...some things are default set to (netspecial) False...this means ppl can't see it online(MP) only in singleplayer, along with settings of sprites/QuadV/Verticle/ or evensome need to be set to a ROLE_SimulatedProxy, yet are default of ROLE_DumbProxy. Hope i didn't lose ya too bad, LoL I have to split for a few Let me know if u need me to clear this up a bit Pc Del
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Post by '¿!N!¿'Lepro$Y on Apr 29, 2003 20:29:22 GMT -5
cheearz Del I understand a little more every time I write code, or look at unreal code on da net, or get some advice from helpful peeps such as yaself.
Just let me try and get a couple of things straight. The only reason my smoke (that is spawned at kill and attached to killer) works is because it is a default Particlesystem, therefore all the default display and particlesystem properties will apply. I changed the lifespan of the smoke with the line: SmokeHead.LifeSpan = 5; Maybe that works cause lifespan is a basic property I poached the code for spawning and attaching from bloodlusteyes , like when it spawns "sarkragnareyered" and attachs it to players head. This is where I got Var actor SmokeHead, from Var actor Bloodlusteyes, that is in Runeplayer code I think.
But what your saying is, if you want to change properties of an effect, create a new class of that effect or particlesystem, e.g: lepsmoke expands smoke, but instead give it class and package name of my mutator, so it would actually be: lepmutator expands smoke. Then when the effect is saved in the mutator, is that when you can refer to it and and spawn and attach it? After I port the effect to my mute, will the effect be in there, as a line, when I open it, or do I simply call it to be spawned, if so, how is the effect referenced, i.e how do I call on the effect to spawn?
One more, How can I modify states in a mutator, like 'throw'?
I'm hooked now, I get halfway through makin' some mute, then abandon it to make a better one, cause I learnt more
cheearz again LeP
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Post by =iNi=Deliverance on Apr 29, 2003 22:28:30 GMT -5
if you want to change properties of an effect, create a new class of that effect or particlesystem, e.g: lepsmoke expands smoke, but instead give it class and package name of my mutator........................................... This is all correct except for the "CLASS"... You want to make the "PACKAGENAME" the same as the mutator"PackageName" Not the class though...EX:
so it would actually be: lepmutator expands smoke. Close...
Actual 1st page of your mutator... class lepmutator expands mutator local SmokeHead b; ------>link to the particlesystem page u make...the "b" is the link symbol...it can be anything u want
Actual 2st page of your mutator...(particlesystem) class SmokeHead expands particlesystem
all the actual effects code here on this page! (time/radius/fade/etc) Set the "Defaults" for this... more fine detail of the effect...particle texture/drawscale/etc.
Object...The first page is basically a page of...
If... Reaction!------->link to Effects
else if... Reaction-------->link to ParticleSystems
All the actual code of the created Effects/Particle system go on all new page under the particle system/effects classes
Hope this helps you tighten ur understanding. You catchin on fast man ;D ROCK ON =iNi=LEPROSY!
Pc Deliverance
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