It needs to work and compile under 225f, I do not want to use anything 227 related for this.
It's for a 360 degrees of motion playerpawn.
It cannot use native code, it must be all done within UScript if possible.
I will give full and absolute credit as I've always have for anyone that helps me.
I would also request that whatever code given to me is verbosely documented so I may learn from it. (Comments within the UScript. Optionally as a standalone .txt file as well)
Thanks.
Humble request for full functional quaternion code for U1.
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- Draco Nihil
- Skaarj Lord
- Posts: 197
- Joined: 06 Jun 2012, 21:18
- Location: Independence, Kansas
- Contact:
Subject: Humble request for full functional quaternion code for U1.
Post Posted: 11 Dec 2013, 04:08
“I am the dragon without a name...”
- Bleeder91<NL>
- Skaarj Assassin
- Posts: 147
- Joined: 24 Jun 2011, 18:45
Subject: Re: Humble request for full functional quaternion code for U1.
Post Posted: 14 Dec 2013, 13:32
Heck, I can't even get quaternions to work in 227, been messing with that for a long time.
But I did get 360 degree screen AND mesh rotation to work using normal rotators (thanks to Casey and Integration). If you're fine with using just rotators I can send it.
But I did get 360 degree screen AND mesh rotation to work using normal rotators (thanks to Casey and Integration). If you're fine with using just rotators I can send it.
- Draco Nihil
- Skaarj Lord
- Posts: 197
- Joined: 06 Jun 2012, 21:18
- Location: Independence, Kansas
- Contact:
Subject: Re: Humble request for full functional quaternion code for U1.
Post Posted: 15 Dec 2013, 01:24
I think I should of clarified what I really wanted.
I wanted something that uses quat rotation but turns it into the proper rotator in Unreal so I can have a proper 360 degree of freedom motion in-game with UScript that wont screw up online or offline. (especially offline obviously)
If you don't mind at all me using your code I'd be extremely grateful and I'll give you credit for it.
I wanted something that uses quat rotation but turns it into the proper rotator in Unreal so I can have a proper 360 degree of freedom motion in-game with UScript that wont screw up online or offline. (especially offline obviously)
If you don't mind at all me using your code I'd be extremely grateful and I'll give you credit for it.
“I am the dragon without a name...”
- Bleeder91<NL>
- Skaarj Assassin
- Posts: 147
- Joined: 24 Jun 2011, 18:45
Subject: Re: Humble request for full functional quaternion code for U1.
Post Posted: 15 Dec 2013, 14:03
360 ViewRotation:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 119459/3#3
As for having the mesh rotate properly online/offline (roll is clamped internally or something, this bypasses that):
http://www.oldunreal.com/cgi-bin/yabb2/ ... 119459/3#3
As for having the mesh rotate properly online/offline (roll is clamped internally or something, this bypasses that):
Code: Select all
var rotator HackRotation; //thx to []KAOS[]Casey
function UpdatePawnRotation(rotator Rot)
{
if(Rotation!=Rot)
{
SetRotation(Rot);
HackRotation = Rot;
}
}
event UpdateEyeHeight(float DT)
{
Super.UpdateEyeHeight(DT);
SetRotation(HackRotation);
}
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