Always snap to grid
Legacy:Chazums/Developer Journal
Contents
Trystan[edit]
He's the other guy i'm coding with, if you want to see an a broader view of the classes we're working on in an easy to follow and structured manner go to Trystan/Developer Journal
The Journal[edit]
I plan on updating this as i learn more about programming for UT2003.
I also plan to do a tutorial for creating and adding Immersion (Ifeel effects) - if thats ok that is :)
Moving to UT[edit]
Before the project i worked with the Half-Life code and its certainly a culture shock when you first start. Its pretty much like moving to from c++ to Java, if fact to me its just like that.
After the initial panic I started to look around it a little and i'm growing to really like its structured nature, it makes moving through areas of the code very fast.
The main problem i'm having with it, being a beginner is finding out where to start and trying not to get lost as there are so many files to open.
So if you're a newbie like me i can highly recommend a pencil, paper, rubber, packet of buscuits, a whole lot of drink and a comfy chair. Try and find a small part of the code that has obvious effect and get to know it alter a few values and see what happens. I found that when taken in small pieces its easier to get my mind around.
Axis[edit]
I'm not sure if this is actualy documented anywhere but i'll stick it here just incase.
I just have spent a good few hours trying to get a model to show up properly ingame, the break through came when i discovered the following:
x = z
y = x
z = y
so.....
Increasing x will make things move forward / into the scene
Increasing y will make things move to the right of the screen
Increasing z will make things move down the screen
IMO thats crazy :D
PlayerViewOffset[edit]
This is contained with the DefaultProperties of <weaponname>.u (see Weapon Properties )and relates to positioning the weapon model on screen
PlayerViewOffset=(X,Y,Z)
When altering this there are 2 things to remember
1. This value is multiplied later in the code (by 100)
2. That the Axis are set out as above.
PlayerViewPivot[edit]
This is also in the DefaultProperties of <weaponname>.u (see Weapon Properties)
PlayerViewPivot(Pitch,Yaw,Roll)
16834 = 90 Degree turn
Karmic Quirk[edit]
It would seem that having a very high value for the speed of a Projectile can have some side effects when interacting with Players. When a player is killed by a high-speed Projectile it can cause the player to gib or get their limbs torn off. This can be conpensated by setting a very low value for MomentumTransfer.
Custom Bot Code[edit]
This, for the moment, is will be a very, very rough note on how to get bots to use custom pawn settings.
You will need the following things:
custom Pawn
custom Game
custom Roster
custom RosterEntry
so we have in our own .u called MyPackage
MyPawn
MyGame
MyRoster
MyRosterEntry
set MyGame > DefaultProperties > DefaultEnemyRosterClass = MyPackage.MyRoster
make MyRoster a duplicate of a current roster e.g. xTeamRoster.uc
then Replace all the instances of xRosterEntry with MyRosterEntry
make MyRosterEntry a duplicate of a current rosterentry e.g.xRosterEntry.uc
then in the functions :
static function xRosterEntry CreateRosterEntry(int prIdx) static function xRosterEntry CreateRosterEntryCharacter(string CharName)
set xre.PawnClassName = "MyPackage.MyPawn" in both functions
ta-da.
i appologise for the complete mess that this is, but i shall clean it up and make it a proper wiki page - unless someone else wants too.
PokeTerrain()[edit]
This comes with the new 2225 patch (i think) and allows you to alter the hightmap of a level on the fly - can you say 'deformable terrain'? :D
Leaving[edit]
Because i'm not going to be developing for ut2k3 any more i'm, going to up all the work i've done so people can use it :D
should be up mid-week ish.
What its got:
Projectile based bullets (with bullet drop)
Weapon Recoil
Timed respawns (like RtCW)
Re-inforcements (like battlefield)
Reloading
Iron-Sights
Texture specific hit decals and hit effects
Bullet Penetration
Locational Damage
Deformable Terrain (grens will leave craters etc)
maybe other stuff that i've forgot :P
- note this is work in progress code so its not perfect*
if you want me to go through and explain some of the mess leave a comment and i'll reply
The Code and Art ( 2 maps, 4 weapons, Slightly Modified Karma model and various art for effects etc)
I would ask that you don't re-use the Art tho please as it will be used on the new project.
EntropicLqd: What you going to be up to then? Surely you are not quitting modding altogether?
Chazums: For now i am at the end of my final year of University, the rest of the mod team want to wait and mod for HL2 so maybe that :/
TFfF_Renoir Thanks, Chazums, for posting your code so that others may learn. I've been coding an UT2k3 mod for a little while, on and off, and these wiki pages are where I've learnt most of the interesting stuff. Can I just check that you don't mind if I use some of your code (appropriately marked as such) in our mod? I've just about learnt enough to start contributing to the wiki, and everyone's leaving to do HL2 :)
Chazums: Sure thats what its here for. Personally i don't think that HL2 can do anything that ut2k3 can't and with the rumours of ut2k4 being at E3 i wouldn't be supprised if UT ends up being better. Still, you go where the boss says :P
Riddler: How about .int files and your test map to go with the code? Looking at code is great, but it would be nice to see it in-engine so we can see what it plays like.
Chazums: I'll talk to the other guys and see if they mind having their art released.
Riddler: Thanks, appreciate that. You can e-mail me at riddler@megamod.d2g.com, or MSN Messenger at MegaRiddler@hotmail.com if you need
Chazums: There we go all there now ( i think )