Migrating From February to March   4 comments

Video Version

Subject: Migrating From February to March
Skill Level: Beginner
Run-Time: 30 Minutes
Author: Michael Allar
Notes: Migrating our code base from Feb. to March.

Streaming:     720×480 1920×1080

Download:     Low-Res (117MB) Hi-Res (167MB)

Written Version

Subject: Migrating From February to March
Skill Level: Beginner
Author: Michael Allar
Notes: Migrating our code base from Feb. to March.

See video for an in-depth explanation. Sorry about the indentation, it seems like my indentation will not survive copy paste… D: I will create a written tutorial soon.

UDKGame

/*******************************************************************************
 UDKGame

 Creation date: 14/01/2010 13:55
 Copyright (c) 2010, Michael Allar

*******************************************************************************/

class UDKGame extends GameInfo
 config(UDKGame);

static event class<GameInfo> SetGameType(string MapName, string Options, string Portal)
{
 local string ThisMapPrefix;
 local int i,pos;
 local class<GameInfo> NewGameType;

 `log("We are setting our game type.");
 if (Left(MapName, 10) ~= "HTFrontEnd")
 {
 return class'UDKGame';
 }
 `log("We are not HTFrontEnd");

 // strip the UEDPIE_ from the filename, if it exists (meaning this is a Play in Editor game)
 if (Left(MapName, 6) ~= "UEDPIE")
 {
 MapName = Right(MapName, Len(MapName) - 6);
 }
 else if ( Left(MapName, 5) ~= "UEDPC" )
 {
 MapName = Right(MapName, Len(MapName) - 5);
 }
 else if (Left(MapName, 6) ~= "UEDPS3")
 {
 MapName = Right(MapName, Len(MapName) - 6);
 }
 else if (Left(MapName, 6) ~= "UED360")
 {
 MapName = Right(MapName, Len(MapName) - 6);
 }

 // replace self with appropriate gametype if no game specified
 pos = InStr(MapName,"-");
 ThisMapPrefix = left(MapName,pos);

 // change game type
 for ( i=0; i<Default.DefaultMapPrefixes.Length; i++ )
 {
 `log("Going through a iteration of DefaultMapPrefixes");
 if ( Default.DefaultMapPrefixes[i].Prefix ~= ThisMapPrefix )
 {
 NewGameType = class<GameInfo>(DynamicLoadObject(Default.DefaultMapPrefixes[i].GameType,class'Class'));
 if ( NewGameType != None )
 {
 return NewGameType;
 }
 }
 }

 return class'UDKGame';
}

defaultproperties
{
 DefaultPawnClass=class'UDKGame.HTPawn'
 PlayerControllerClass=class'UDKGame.HTPlayerController'

 HUDType=class'UDKGame.HTHUD'
}

HTWeapon

/*******************************************************************************
 HTWeapon

 Creation date: 08/03/2010 06:21
 Copyright (c) 2010, Allar

*******************************************************************************/

class HTWeapon extends UDKWeapon;

/** Max ammo count */
var int MaxAmmoCount;

/** Holds the amount of ammo used for a given shot */
var array<int> ShotCost;

/** Offset from view center */
var(FirstPerson) vector    PlayerViewOffset;

simulated event ReplicatedEvent(name VarName)
{
 if ( VarName == 'AmmoCount' )
 {
 if ( !HasAnyAmmo() )
 {
 WeaponEmpty();
 }
 }
 else
 {
 Super.ReplicatedEvent(VarName);
 }
}

simulated function int GetAmmoCount()
{
 return AmmoCount;
}
 /*
 * Consumes some of the ammo
 */
function ConsumeAmmo( byte FireModeNum )
{
 // Subtract the Ammo
 AddAmmo(-ShotCost[FireModeNum]);
}

/**
 * This function is used to add ammo back to a weapon.  It's called from the Inventory Manager
 */
function int AddAmmo( int Amount )
{
 AmmoCount = Clamp(AmmoCount + Amount,0,MaxAmmoCount);
 return AmmoCount;
}

/**
 * Returns true if the ammo is maxed out
 */
simulated function bool AmmoMaxed(int mode)
{
 return (AmmoCount >= MaxAmmoCount);
}

/**
 * This function checks to see if the weapon has any ammo available for a given fire mode.
 *
 * @param    FireModeNum        - The Fire Mode to Test For
 * @param    Amount            - [Optional] Check to see if this amount is available.  If 0 it will default to checking
 *                              for the ShotCost
 */
simulated function bool HasAmmo( byte FireModeNum, optional int Amount )
{
 if (Amount==0)
 return (AmmoCount >= ShotCost[FireModeNum]);
 else
 return ( AmmoCount >= Amount );
}

/**
 * returns true if this weapon has any ammo
 */
simulated function bool HasAnyAmmo()
{
 return ( ( AmmoCount > 0 ) || (ShotCost[0]==0 && ShotCost[1]==0) );
}

/**
 * This function retuns how much of the clip is empty.
 */
simulated function float DesireAmmo(bool bDetour)
{
 return (1.f - float(AmmoCount)/MaxAmmoCount);
}

/**
 * Returns true if the current ammo count is less than the default ammo count
 */
simulated function bool NeedAmmo()
{
 return ( AmmoCount < Default.AmmoCount );
}

/**
 * Cheat Help function the loads out the weapon
 *
 * @param     bUseWeaponMax     - [Optional] If true, this function will load out the weapon
 *                              with the actual maximum, not 999
 */
simulated function Loaded(optional bool bUseWeaponMax)
{
 if (bUseWeaponMax)
 AmmoCount = MaxAmmoCount;
 else
 AmmoCount = 999;
}

/**
 * Called when the weapon runs out of ammo during firing
 */
simulated function WeaponEmpty()
{
 // If we were firing, stop
 if ( IsFiring() )
 {
 GotoState('Active');
 }

 if ( Instigator != none && Instigator.IsLocallyControlled() )
 {
 Instigator.InvManager.SwitchToBestWeapon( true );
 }
}

/*********************************************************************************************
 * Ammunition / Inventory
 *********************************************************************************************/

function PrintScreenDebug(string debugText)
{
 local PlayerController PC;
 PC = PlayerController(Pawn(Owner).Controller);
 if (PC != None)
 PC.ClientMessage("HTWeapon: " $ debugText);
}

simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
{
 local HTPawn HTP;

 HTP = HTPawn(Instigator);
 PrintScreenDebug("Attaching Weapon");
 // Attach 1st Person Muzzle Flashes, etc,
 if ( Instigator.IsFirstPerson() )
 {
 AttachComponent(Mesh);
 EnsureWeaponOverlayComponentLast();
 SetHidden(False);
 Mesh.SetLightEnvironment(HTP.LightEnvironment);
 PrintScreenDebug("First Person Weapon Attached");
 }
 else
 {
 SetHidden(True);
 if (HTP != None)
 {
 Mesh.SetLightEnvironment(HTP.LightEnvironment);
 }
 }
 //SetSkin(HTPawn(Instigator).ReplicatedBodyMaterial);
}

simulated event SetPosition(UDKPawn Holder)
{
 local vector DrawOffset, ViewOffset, FinalLocation;
 local rotator NewRotation, FinalRotation, SpecRotation;
 local PlayerController PC;
 local vector2D ViewportSize;
 local bool bIsWideScreen;
 local vector SpecViewLoc;

 if ( !Holder.IsFirstPerson() )
 return;

 Mesh.SetHidden(False);

 foreach LocalPlayerControllers(class'PlayerController', PC)
 {
 LocalPlayer(PC.Player).ViewportClient.GetViewportSize(ViewportSize);
 break;
 }
 bIsWideScreen = (ViewportSize.Y > 0.f) && (ViewportSize.X/ViewportSize.Y > 1.7);

 Mesh.SetScale3D(default.Mesh.Scale3D);
 Mesh.SetRotation(default.Mesh.Rotation);

 ViewOffset = PlayerViewOffset;

 // Calculate the draw offset
 if ( Holder.Controller == None )
 {

 if ( DemoRecSpectator(PC) != None )
 {
 PC.GetPlayerViewPoint(SpecViewLoc, SpecRotation);
 DrawOffset = ViewOffset >> SpecRotation;
 //DrawOffset += UTPawn(Holder).WeaponBob(BobDamping, JumpDamping);
 FinalLocation = SpecViewLoc + DrawOffset;
 SetLocation(FinalLocation);
 SetBase(Holder);

 // Add some rotation leading
 //SpecRotation.Yaw = LagRot(SpecRotation.Yaw & 65535, LastRotation.Yaw & 65535, MaxYawLag, 0);
 //SpecRotation.Pitch = LagRot(SpecRotation.Pitch & 65535, LastRotation.Pitch & 65535, MaxPitchLag, 1);
 //LastRotUpdate = WorldInfo.TimeSeconds;
 //LastRotation = SpecRotation;

 if ( bIsWideScreen )
 {
 //SpecRotation += WidescreenRotationOffset;
 }
 SetRotation(SpecRotation);
 return;
 }
 else
 {
 DrawOffset = (ViewOffset >> Holder.GetBaseAimRotation()) + HTPawn(Holder).GetEyeHeight() * vect(0,0,1);
 PrintScreenDebug("Setting DrawOffset to Holder Info");
 }
 }
 else
 {

 DrawOffset.Z = HTPawn(Holder).GetEyeHeight();
 //DrawOffset += HTPawn(Holder).WeaponBob(BobDamping, JumpDamping);

 if ( HTPlayerController(Holder.Controller) != None )
 {
 DrawOffset += HTPlayerController(Holder.Controller).ShakeOffset >> Holder.Controller.Rotation;
 }

 DrawOffset = DrawOffset + ( ViewOffset >> Holder.Controller.Rotation );
 }

 // Adjust it in the world
 FinalLocation = Holder.Location + DrawOffset;
 SetLocation(FinalLocation);
 SetBase(Holder);

 NewRotation = (Holder.Controller == None) ? Holder.GetBaseAimRotation() : Holder.Controller.Rotation;

 // Add some rotation leading
 //if (Holder.Controller != None)
 //{
 //    FinalRotation.Yaw = LagRot(NewRotation.Yaw & 65535, LastRotation.Yaw & 65535, MaxYawLag, 0);
 //    FinalRotation.Pitch = LagRot(NewRotation.Pitch & 65535, LastRotation.Pitch & 65535, MaxPitchLag, 1);
 //    FinalRotation.Roll = NewRotation.Roll;
 //}
 //else
 //{
 FinalRotation = NewRotation;
 //}
 //LastRotUpdate = WorldInfo.TimeSeconds;
 //LastRotation = NewRotation;

 if ( bIsWideScreen )
 {
 //FinalRotation += WidescreenRotationOffset;
 }
 SetRotation(FinalRotation);
}

simulated state WeaponEquipping
{
 simulated event BeginState(Name PreviousStateName)
 {
 PrintScreenDebug("Weapon Equipping");
 AttachWeaponTo(Instigator.Mesh);
 Super.BeginState(PreviousStateName);
 }
}

simulated state Active
{
 simulated event BeginState(Name PreviousStateName)
 {
 PrintScreenDebug("Active");
 Super.BeginState(PreviousStateName);
 }
}

simulated state WeaponFiring
{
 simulated event BeginState(Name PreviousStateName)
 {
 PrintScreenDebug("Firing");
 Super.BeginState(PreviousStateName);
 }

 /**
 * We override BeginFire() so that we can check for zooming and/or empty weapons
 */

 simulated function BeginFire( Byte FireModeNum )
 {
 // No Ammo, then do a quick exit.
 if( !HasAmmo(FireModeNum) )
 {
 WeaponEmpty();
 return;
 }
 Global.BeginFire(FireModeNum);
 }
}

defaultproperties
{
 Begin Object Name=FirstPersonMesh
 DepthPriorityGroup=SDPG_Foreground
 bOnlyOwnerSee=true
 bOverrideAttachmentOwnerVisibility=true
 CastShadow=false
 bAllowAmbientOcclusion=false
 End Object
 Mesh=FirstPersonMesh

 Begin Object Name=PickupMesh
 bOnlyOwnerSee=false
 CastShadow=false
 bForceDirectLightMap=true
 bCastDynamicShadow=false
 CollideActors=false
 BlockRigidBody=false
 bUseAsOccluder=false
 MaxDrawDistance=6000
 bForceRefPose=1
 bUpdateSkelWhenNotRendered=false
 bIgnoreControllersWhenNotRendered=true
 bAcceptsStaticDecals=FALSE
 bAcceptsDynamicDecals=FALSE
 bAllowAmbientOcclusion=false
 End Object
 DroppedPickupMesh=PickupMesh
 PickupFactoryMesh=PickupMesh

 MessageClass=class'UTPickupMessage'
 DroppedPickupClass=class'UTDroppedPickup'

 FiringStatesArray(0)=WeaponFiring
 FiringStatesArray(1)=WeaponFiring

 WeaponFireTypes(0)=EWFT_InstantHit
 WeaponFireTypes(1)=EWFT_InstantHit

 WeaponProjectiles(0)=none
 WeaponProjectiles(1)=none

 FireInterval(0)=+0.3
 FireInterval(1)=+0.3

 Spread(0)=0.0
 Spread(1)=0.0

 ShotCost(0)=1
 ShotCost(1)=1

 AmmoCount=5
 MaxAmmoCount=5

 InstantHitDamage(0)=0.0
 InstantHitDamage(1)=0.0
 InstantHitMomentum(0)=0.0
 InstantHitMomentum(1)=0.0
 InstantHitDamageTypes(0)=class'DamageType'
 InstantHitDamageTypes(1)=class'DamageType'
 WeaponRange=22000

 ShouldFireOnRelease(0)=0
 ShouldFireOnRelease(1)=0

 DefaultAnimSpeed=0.9

 EquipTime=+0.45
 PutDownTime=+0.33
}

DefaultGame.ini

[Engine.GameInfo]
DefaultGame=UDKGame.UDKGame
DefaultServerGame=UDKGame.UDKGame
PlayerControllerClassName=UDKGame.HTPlayerController
GameDifficulty=+1.0
MaxPlayers=32
DefaultMapPrefixes=(Prefix="HT",GameType="UDKGame.TheHuntGame")

Posted March 16, 2010 by Allar in Unreal

Tagged with , , , , , ,

4 responses to Migrating From February to March

Subscribe to comments with RSS.

  1. Well, first of all, my thanks for these great tutorials.Besides a little confusion with Epic's updates I must say that you have helped me a lot to understand unreal script. Much appreciated.

    Regarding the rapid upgrades from Epic Games though, any idea if this version is fully compatible with the latest update of UDK?
    I had a couple of troubles with compiling the code, that I still can't figure out so I wonder if that could be related to the April's build…?

    Thanks again.

    • Most of it should be compatible, but there are a few minor things that aren't which will cause it not to compile. I haven't messed with the April build yet but I know theres some tom-foolery with the DefaultMapPrefixes that needs to be done. I'll look into it when I can.

      • Thanks for the info Allar.
        indeed it was my fault the code wouldn't compile. Thankfully, the problem is now fixed.

  2. These tutorials rule! Ive been following for sometime now, and I'm amazed at how someone like me with no experience in this field is able to follow along! Thanks so much!
    Recently however i have run into a problem, I've scanned my code several times now looking for the fault, but i cant seem to find anything wrong. I cant equip my weapon! I checked with all your replies with people with similar problems but nothing in my code seems to be wrong. My weapon in the content browser is facing down the correct axis and i copied and pasted the complete name to the weapons code, but it still wont equip! Please help me if you get the chance, I've been trying to figure it out for days now on my own, but i swear i cant find anything wrong with the code.

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>