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Unreal 227 features

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Unreal 227 features

Post Posted: 27 Dec 2010, 18:01

Ok, as I decided to do Dragonfly for U227 I need to somehow get to know all the Unreal's 227 features. Here I will show you some of them in use and, if you want, I can explain how to use them. This will be filled with UScript stuff, at least as much as I understand it. The things I won't understand will not be posted here XD

First, VertexAttach Function. Quite nice thing...

https://www.youtube.com/watch?v=60bMWVE5Ltc

Anyway, with a simple function GetVertexPos( int iVert, bool bAnimatedFrame ); you can attach anything to any vertex of a mesh in the world. So, basically, any particle effects, dynamic coronas (tho no rotation is given here, but you can set it from object rotation) glares for eyes, weapon models' effects, muzzle flashes, anything. That really rocks XD

Anyway, code for the thing.

Code: Select all

//=============================================================================
// VertexAttacher.
// Unreal 227F or higher only
//=============================================================================
// Qtit the Brave
//=============================================================================
class VertexAttacher expands Triggers;


var() pawn VPawn; //Pawn to which actors will be attached
var vector VLoc; //Location of a vertex
var() actor VAtt[5]; //5 decoration which can be attached to the vertex.
var int i; //Array index for VAtt[i].

function tick(float deltatime)
{
   if(VPawn != none) //checks if VPawn, a pawn which vertex is being searched is in the level.
   {
      VLoc = vPawn.GetVertexPos(26, True ); //Finds a vertex on a mesh, which index is 26. True is for animation.
      for(i=0; i<5; i++) //Array, called 5 times for every integer 'i'
         if(VAtt[i] != none) //Checkes if VAtt that is the actor which will be attached to a vertex is in the world.
            VAtt[i].Setlocation(VLoc); //Sets the location of the actor(s)
   }
   else //If theres no pawn in the level
   {
      for(i=0; i<5; i++)
         if(VAtt[i] != none)
            VAtt[i].destroy(); //Destroy attached actors (doesn't work, dunno why xD
   }
}

Use, modify as you will, I don't care XD

Edit: That gave me an idea......... BIIIIIGGGG idea.... XD

User avatar Darkon
White Tusk White Tusk
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Subject: Re: Unreal 227 features

Post Posted: 27 Dec 2010, 20:40

Nice for 7B's Scarred One.
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User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
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Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 04:09

For the eye?
Image

User avatar ividyon
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Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 14:44

You NEED to try attaching a hat to some monster. You have to! It's an obligatory thing to do when you discover attachment in any moddable game, ever. Games need more hats!

That looks like quite a useful script, too. Nice of you to make a video to go along with it. :)
Not sure why you didn't make the vertex ID a variable, though!
UnrealSP.org webmaster & administrator

User avatar Darkon
White Tusk White Tusk
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Location: P46153

Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 16:29

Mister_Prophet wrote:For the eye?


yes.
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Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 16:39

that was a pure test. I'm not home right now and I wont be for some time, but I've got my laptop and I'm doing THINGS. I succesfuly attached weapons to player tight and bach (you know, not used ones atm) and then I've created full body awerness for skaarj player (yay!). It looks... Dynamic. Really, it does xD
I'm gonna post vids when I'm back home cos now I have no internet. Only in my mobile xD

User avatar Darkon
White Tusk White Tusk
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Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 21:01

Qtit wrote:...I'm doing THINGS. I succesfuly attached weapons to player tight and bach (you know, not used ones atm)...



I know what you mean... I do THINGS all the time! :P
As for the rest of the quote.. did you mean "thighs" and "back"?
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User avatar salsaSkaarj
Gilded Claw Gilded Claw
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Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 21:32

Darkon wrote:
Qtit wrote:...I'm doing THINGS. I succesfuly attached weapons to player tight and bach (you know, not used ones atm)...



I know what you mean... I do THINGS all the time! :P
As for the rest of the quote.. did you mean "thighs" and "back"?

Nah, he meant he was attaching weapons to Bach very thightly. You never know when a toccata or a fugue comes in handy. Peronally I thought a Moussorgsky would be more effective against Skaarj :D

User avatar Core
Skaarj Assassin Skaarj Assassin
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Subject: Re: Unreal 227 features

Post Posted: 28 Dec 2010, 21:41

That looks pretty cool indeed. You got some nice ideas there.

I wish something like that was available by default in UT. Now i have to calculate jet engine offsets for smoke/trail effects manually for each mesh I use.

On a side note, I think they should've implemented the custom features and functions outside the stock unreal packages as much as possible, so it could easily be used in UT as well, without breaking compatibility and without having to convert maps/mods that use those features. I can imagine it's easier to have these functions accessible through a shared parent class and perhaps for some features it's just necessary or work saving, but most of those functions & features, could've been implemented in an external class & package.

For example a big custom package plenty with native static functions that get the actor they apply on passed as a parameter, which could then be ported to UT \o/ .

User avatar nikosv
Skaarj Berserker Skaarj Berserker
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Subject: Re: Unreal 227 features

Post Posted: 29 Dec 2010, 05:27

Looking forward to more of these! I love what 227 is doing, and I want to understand the benefits of the new engine better, because all I'm utilizing at the moment is the PhysX integration and UEd 2.1's Align to X / Align to Y texturing functions.
Current Project: Shiv and I are putting some finishing touches on WTFs2. Done soon :)
B.A. in mathematics, living out of my car in Canada right now. I don't want to talk about it.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227 features

Post Posted: 29 Dec 2010, 19:43

Darkon wrote:As for the rest of the quote.. did you mean "thighs" and "back"?


Yea, that's what I mean. It's hard to type having only 9 buttons on a keypad... And when it's smaller than your palm. That's why I never write text messages.

Anyways, videos!
https://www.youtube.com/watch?v=m1OEVcTG0sA

First part: Attached Dynamic Coronas (directional) to Skaarj's eyes.
Second part: Attached two weapons to player's body. Rifle on the back and automag on the thigh. I know the automag's rotation is a bit strange, but that's because it calculates rotation only from one verticle. Maybe I'll fix that, maybe not XD
Third part: Body awareness of a Skaarj player class. Viewtarget is changed to one verticle on a mesh, two other verticles are to calculate roll, and another two for yaw. Also, I can modify pitch (for forward dodge) but that would make pointing really off.

https://www.youtube.com/watch?v=bmUjn1t-Hk8

A NyLeve walkthrough with a body awareness script in charge. Well, you'd need to play it, cos seeing it is not the same. I really love body awareness thingy... I do.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227 features

Post Posted: 29 Dec 2010, 22:20

Anyway, do you want to see how it is done?

In U227g there is something else. That is a way to modify bones in a skeletal mesh, rotate them, attach things to them and even blend animations together. So, with a G version this will have a punch xD

User avatar nikosv
Skaarj Berserker Skaarj Berserker
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Subject: Re: Unreal 227 features

Post Posted: 29 Dec 2010, 23:20

G will be insane. You just wait.
Current Project: Shiv and I are putting some finishing touches on WTFs2. Done soon :)
B.A. in mathematics, living out of my car in Canada right now. I don't want to talk about it.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227 features

Post Posted: 29 Dec 2010, 23:31

I KNOW!

http://www.mediafire.com/?1l0byhb6kv6s008

A mod for Unreal 227f. In player selection menu choose the new player class and play single player.
You can always switch it off by binding a key bAware.

Have fun!

User avatar jackrabbit
Skaarj Elder Skaarj Elder
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Subject: Re: Unreal 227 features

Post Posted: 30 Dec 2010, 00:12

meh, I'm not a big fan of that body awareness mod when using guns like that. I'd love to see it with a mod that uses melee weapons only though... hmmm...

Of course only melee weapons that have proper 3rd person animations and are attached both the players hands to the right of the screen. Like a big baseball bat.

swing batter batter... :twisted:

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