Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - {CCP}VI

Pages: [1] 2 3 4
ik, its a bit late but i found a solution.
go to the folder gamedata->save and open the system.ini. there should be a line in there called actorproperties. delete that line, save the system.ini and it should work. the actor properties opened but you could not see them because they were not in your window.

the settings of the unreal ed should be in the system.ini in the save folder. i tried to replace it but it didn't help so i'd reinstall it. the whole game. its either impossible or at least pretty hard to reinstall only the patch. should not be that hard to find out where the game is.

regarding the water; did you try to enable the group of it in the groupbrowser? the editor crashes when you try to put fluidsurfaceinfos into your map and copying was the only working way for me.

reinstall. had the same problem and found no other solution.

Unreal Engine 2 General Modding Chat / Re: Why do I die???
« on: June 15, 2011, 07:28:19 AM »
forgot build all? could also be because of the playerstart. make sure its not in a wall or something like that.

Modeling / Re: Blender
« on: June 11, 2011, 12:03:34 PM »
you could use gildors unreal model viewer. you can extract ukx.(repcom's animationpackagefile) into psa.(animationfile) and psk.(modelfile) with it. then you import it to 3dsmax with an importer which is also made by gildor. but its pretty impossible to get it back to repcom.
so yeah, my suggestion: use accessoires. go to the actor browser, untick placeable classes only?, make a new subclass of accessory and add it in the default properties of the pawn.


i have the same problem and i have no idea how to fix it. but there is a way to deal with it. go to the filter of the texture browser and uncheck "textures". now you should be able to go through the browser but it doesnt show up normal textures(only combiners, shaders,etc. including stuff with bumpmapping for example like clonetextures but you will be able to find also quite normal textures for walls, ground and so on).

if you would like to export one of those shaders open the properties of it in the texturebrowser. you will find next to "diffuse" the filename of the real texture (Texture'CloneTextures.CloneTextures.CloneCommando07') for example. then you have to place a staticmesh or something like that in the map and use the normal texture as a skin for it. then go to "in use" in the texture browser-> in use and tick in the filter "textures" again. after that the texture should appear in the texturebrowser, ready for export.
i think it has to do with the bumpmapping-problem.
still uncomfortable, but it works for me. i hope that helps.

should work.

quit the editor when the loading bar stucks and save the package. then restart the editor and compile again. sounds not really helpful but it works for me.
good luck with your project.

Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 09, 2011, 04:21:15 AM »
Wait so basically in a mutator you define a number of functions, and call them with the cheat menu. to call them you enter the function's name followed by it's arguments. am I right?
nope :P
works only with the function mutate. was just an example to show what you can do with an mutator. you can also use other functions. the function postbeginplay() gets called when the level starts. if you want to change the settings of pawns i'd use the function ModifyPlayer(Pawn Other).
function ModifyPlayer(Pawn Other)
for example.
this sets the drawscale of the pawn to 2. you may know the popular command (set pawn drawscale 5). drawscale is a variable. every actor can have its own variables and functions(the function mutate exists only in mutators). childclasses contain the functions and variables of their parents(every actor has the variable drawscale, because the mainclass "actor" defines it.

you can also make your own functions. would be a bit offtopic to explain the whole unrealscriptstuff but here's a helpful link.

EDIT: i tried to make it editable, but it didn't work. Could you please just o over that part with more detail? :P
can't explain it more detailed. sorry.

Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 06, 2011, 07:00:42 AM »
sure, add it if you like to.
explanation was a bit incomplete. explained only the most important stuff.

oh, and there's one thing i should add. it's not that easy to compile scripts with the unrealed. it works only with the built in script editor. when you make a new actor you'll see that you can't open the script of it("'actor' has no script to edit "or something like that)  to make a scriptable childclass of an actor you have to place that actor(in this class that'd be the class mutator) into your map, select it, go to actorclassbrowser, then to class-> new from selection in the toolbar. then you can name the package and the actor itself and it should be scriptable. go to the actorbrowser, rightclick your actor and select "edit script" and that's it.

Unreal Engine 2 General Modding Chat / Re: Mutators
« on: May 05, 2011, 05:53:12 AM »
mutators are similar to gamemodes. you can start them with full onlinecompability. clients can join without having the files.  has the advantage that you can run multiple mutators and use other gamemodes at the same time.
that'd be a commandline with which you could start a mutator.

simple example of a mutator:

class ScopeMutator extends Mutator;

var(Scope) class<DC17mSniperScope>   ScopeAttachment;   
var DC17mSniperScope Scope;

function Mutate(string MutateString, PlayerController Sender)
   local vector start;      
   if ((sender.pawn != None) && (sender.pawn.weapon !=None))
      if (MutateString ~= "AddScope")

         Start = Sender.Pawn.weapon.GetBoneLocation('weaponAttach_R');
         Scope = Spawn(ScopeAttachment,,, Start);
         log(" scope should attach now");

wanted to make a code with which you can attach the dc17msniperscope to other weapons.
the function mutate gets called via a console command. the command is "mutate mutatestring" and every client is able to use it. the code checks whether the controller who calls the function has a pawn and a weapon[if ((sender.pawn != None) && (sender.pawn.weapon !=None))] and whether the mutatestring is "addscope" [if (MutateString ~= "AddScope")](that means the real console command would be "mutate addscope") and then it finds out where the location of the bone called weaponattach_r of the 3dmodel of your hudarms is [Start = Sender.Pawn.weapon.GetBoneLocation('weaponAttach_R');] and it spawns the scope[Scope = Spawn(ScopeAttachment,,, Start);], attaches it to the bone [Sender.Pawn.weapon.AttachToBone(Scope,'weaponAttach_R');] and sets the relative location/rotation.
go to the ccpserver, open console and type "mutate addscope" and your blaster will have a scope.
if you use that code you'll have to go to the defaultproperties, open the category "scope" and select the scopeclass.
tx's instagib was not made with a mutator but it would have been easier with it. don't know who made it.

Properties Editing / Re: Editing Scripts
« on: April 18, 2011, 02:46:31 PM »
i'd not recommend to script menu-classes for repcom. have done it once and it was rlly not fun. a bit annoying. it crashes nearly always when you open the default properties of your class.

Properties Editing / Re: Editing Scripts
« on: April 18, 2011, 12:28:13 PM »
you can't edit existing scripts. but you could make a scriptable subclass of it and edit the function you want to change there.

Single Player Level Design / Re: Blocking Volumes
« on: December 06, 2010, 01:52:40 PM »
hm, when you set bpathcolliding in the default properties of the blocking volume to true, and then rebuild the AIpaths, then you will get the message that pathnodes cannot be based on blocking volumes. so it does not work with blocking volumes at all. you will have to find an alternative way for your idea. i would use movers but i'm pretty sure it won't work with them either because of the same problem. navigationpoints cannot be placed on movers :/.

i would make a invisible bridge which has the pathnodes you need and an invisible barrier in front of the cliff so you and your squad can't enter the cliff. then, after the atte falls down, make the barrier disappear. you should set bpathcolliding of the barrier to false, so the path can get calculated when you "build all". 
oh, and its not that important but your squadmembers could try to go across the bridge before the barrier disappears. they will ignore the barrier because its not colliding their path. could look quite stupid because they will run against an invisible wall. use blockedpathnodes instead of normal pathnodes. when you trigger the tag[which you have to define in the defaultproperties of the pathnodes(event>tag)] of the pathnodes they will get activated and the squadmembers will use them.
not the best idea, but i hope it helped.

General / Re: Projectile Help PLEASE
« on: November 24, 2010, 10:38:49 AM »
the ammoclass is important for the damage of the projectiles. i think the projectileclass is only used for visual reasons(except of granades, antiarmor, etc.).

Properties Editing / Re: Animation help please
« on: November 23, 2010, 12:17:57 PM »
and to answer your question: no you can't make a wookiee do trandoshan anims because they have different skeletons.
well, actually it works. they have indeed different skeletons but the names of the bones are the same. that means you can linkup the mesh of the trandoshans with wookieanimations. the trandoshans would be very thin because the wookie skeleton is bigger, so the trandos would stretch. trandos would not look natural but it works.

when some animations dont work, go to the default properties of the gamemode(actorbrowser:info>gameinfo>CTgameinfo>CTgameinfoSp) and in the default properties you will see the category "customanims". rest is quite selfexplaining. fill the right mesh and animation in. fraz told me how that works. you could also use trandomesh and wookieanimations there.

Pages: [1] 2 3 4