I'm a doctor, not a mechanic
Difference between revisions of "Unreal Wiki:Scratchpad"
(testing against different UE games) |
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<uscript> | <uscript> | ||
− | // | + | class TestPawn extends Pawn; |
+ | |||
+ | var DynamicLightEnvironmentComponent LightEnvironment; | ||
+ | |||
+ | defaultproperties | ||
+ | { | ||
+ | WalkingPct=+0.4 | ||
+ | CrouchedPct=+0.4 | ||
+ | BaseEyeHeight=38.0 | ||
+ | EyeHeight=38.0 | ||
+ | GroundSpeed=440.0 | ||
+ | AirSpeed=440.0 | ||
+ | WaterSpeed=220.0 | ||
+ | AccelRate=2048.0 | ||
+ | JumpZ=322.0 | ||
+ | CrouchHeight=29.0 | ||
+ | CrouchRadius=21.0 | ||
+ | WalkableFloorZ=0.78 | ||
+ | |||
+ | //Components.Remove(Sprite) | ||
+ | |||
+ | Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment | ||
+ | bSynthesizeSHLight=TRUE | ||
+ | bIsCharacterLightEnvironment=TRUE | ||
+ | bUseBooleanEnvironmentShadowing=FALSE | ||
+ | End Object | ||
+ | Components.Add(MyLightEnvironment) | ||
+ | LightEnvironment=MyLightEnvironment | ||
+ | |||
+ | Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent | ||
+ | //Your Mesh Properties | ||
+ | SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode' | ||
+ | AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human' | ||
+ | PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' | ||
+ | AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' | ||
+ | Translation=(Z=8.0) | ||
+ | Scale=1.075 | ||
+ | //General Mesh Properties | ||
+ | bCacheAnimSequenceNodes=FALSE | ||
+ | AlwaysLoadOnClient=true | ||
+ | AlwaysLoadOnServer=true | ||
+ | bOwnerNoSee=false | ||
+ | CastShadow=true | ||
+ | BlockRigidBody=TRUE | ||
+ | bUpdateSkelWhenNotRendered=false | ||
+ | bIgnoreControllersWhenNotRendered=TRUE | ||
+ | bUpdateKinematicBonesFromAnimation=true | ||
+ | bCastDynamicShadow=true | ||
+ | RBChannel=RBCC_Untitled3 | ||
+ | RBCollideWithChannels=(Untitled3=true) | ||
+ | LightEnvironment=MyLightEnvironment | ||
+ | bOverrideAttachmentOwnerVisibility=true | ||
+ | bAcceptsDynamicDecals=FALSE | ||
+ | bHasPhysicsAssetInstance=true | ||
+ | TickGroup=TG_PreAsyncWork | ||
+ | MinDistFactorForKinematicUpdate=0.2 | ||
+ | bChartDistanceFactor=true | ||
+ | RBDominanceGroup=20 | ||
+ | //MotionBlurScale=0.0 | ||
+ | bUseOnePassLightingOnTranslucency=TRUE | ||
+ | bPerBoneMotionBlur=true | ||
+ | End Object | ||
+ | Mesh=WPawnSkeletalMeshComponent | ||
+ | Components.Add(WPawnSkeletalMeshComponent) | ||
+ | |||
+ | Begin Object Name=CollisionCylinder | ||
+ | CollisionRadius=+0021.000000 | ||
+ | CollisionHeight=+0044.000000 | ||
+ | End Object | ||
+ | CylinderComponent=CollisionCylinder | ||
+ | } | ||
+ | </uscript> | ||
+ | |||
+ | <uscript> | ||
+ | class TestPlayerController extends PlayerController; | ||
+ | |||
+ | simulated function PostBeginPlay() | ||
+ | { | ||
+ | Super.PostBeginPlay(); | ||
+ | } | ||
+ | |||
+ | exec function StartFire( optional byte FireModeNum ) | ||
+ | { | ||
+ | local Vector Vec; | ||
+ | |||
+ | `log("StartFire" @ FireModeNum); | ||
+ | |||
+ | Vec.X = Location.X - 5.0; | ||
+ | Vec.Y = Location.Y; | ||
+ | Vec.Z = Location.Z; | ||
+ | |||
+ | SetLocation(Vec); // Doesn't do anything | ||
+ | ShowTargetInfo(); | ||
+ | } | ||
+ | |||
+ | exec function StopFire( optional byte FireModeNum ) | ||
+ | { | ||
+ | `log("StopFire" @ FireModeNum); | ||
+ | } | ||
+ | |||
+ | function DrawHUD(HUD H) | ||
+ | { | ||
+ | local float CrosshairSize; | ||
+ | |||
+ | super.DrawHUD(H); | ||
+ | |||
+ | H.Canvas.SetDrawColor(0,255,0,255); | ||
+ | |||
+ | CrosshairSize = 12; | ||
+ | |||
+ | H.Canvas.SetPos(H.CenterX - CrosshairSize, H.CenterY); | ||
+ | H.Canvas.DrawRect(2 * CrosshairSize + 1, 1); | ||
+ | |||
+ | H.Canvas.SetPos(H.CenterX, H.CenterY - CrosshairSize); | ||
+ | H.Canvas.DrawRect(1, 2 * CrosshairSize + 1); | ||
+ | } | ||
+ | |||
+ | function ShowTargetInfo() | ||
+ | { | ||
+ | local vector loc, norm, end; | ||
+ | local TraceHitInfo hitInfo; | ||
+ | local Actor traceHit; | ||
+ | |||
+ | end = Location + normal(vector(Rotation)) * 32768; // trace to "infinity" | ||
+ | traceHit = trace(loc, norm, end, Location, true,, hitInfo); | ||
+ | |||
+ | ClientMessage(""); | ||
+ | |||
+ | if (traceHit == none) | ||
+ | { | ||
+ | ClientMessage("Nothing found, try again."); | ||
+ | return; | ||
+ | } | ||
+ | |||
+ | // Play a sound to confirm the information | ||
+ | ClientPlaySound(SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'); | ||
+ | |||
+ | // By default only 4 console messages are shown at the time | ||
+ | ClientMessage("Hit: "$traceHit$" class: "$traceHit.class.outer.name$"."$traceHit.class); | ||
+ | ClientMessage("Location: "$loc.X$","$loc.Y$","$loc.Z); | ||
+ | ClientMessage("Material: "$hitInfo.Material$" PhysMaterial: "$hitInfo.PhysMaterial); | ||
+ | ClientMessage("Component: "$hitInfo.HitComponent); | ||
+ | } | ||
+ | |||
+ | defaultproperties | ||
+ | { | ||
+ | } | ||
+ | </uscript> | ||
+ | |||
+ | <uscript> | ||
+ | class TestGame extends GameInfo; | ||
+ | |||
+ | event InitGame(string Options, out string ErrorMessage) | ||
+ | { | ||
+ | //local Pawn p; | ||
+ | |||
+ | //p = Spawn(class'Pawn'); | ||
+ | } | ||
+ | |||
+ | event PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage) | ||
+ | { | ||
+ | local PlayerController PC; | ||
+ | |||
+ | PC = super.Login(Portal, Options, UniqueID, ErrorMessage); | ||
+ | ChangeName(PC, "EXetoC", True); | ||
+ | return PC; | ||
+ | } | ||
+ | |||
+ | event PostLogin(PlayerController NewPlayer) | ||
+ | { | ||
+ | super.PostLogin(NewPlayer); | ||
+ | NewPlayer.ClientMessage("Welcome to the grid " $ NewPlayer.PlayerReplicationInfo.PlayerName); | ||
+ | NewPlayer.ClientMessage("Point at an object and press the left mouse button to retrieve the target's information"); | ||
+ | } | ||
+ | |||
+ | defaultproperties | ||
+ | { | ||
+ | PlayerControllerClass=class'Test.TestPlayerController' | ||
+ | DefaultPawnClass=class'Test.TestPawn' | ||
+ | HUDType=class'Test.TestHUD' | ||
+ | bDelayedStart=False | ||
+ | } | ||
+ | </uscript> | ||
+ | |||
+ | <uscript> | ||
+ | class TestHUD extends HUD; | ||
+ | |||
+ | function DrawHUD() | ||
+ | { | ||
+ | local string ScoreString; | ||
+ | local float XL, YL; | ||
+ | |||
+ | super.DrawHUD(); | ||
+ | |||
+ | Canvas.SetDrawColor(190, 20, 20); | ||
+ | ScoreString = "TEST1"; | ||
+ | Canvas.StrLen(ScoreString, XL, YL); | ||
+ | Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL); | ||
+ | Canvas.DrawText(ScoreString); | ||
+ | Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL + YL); | ||
+ | Canvas.DrawText("TEST2" @ "TEST3"); | ||
+ | } | ||
+ | |||
+ | defaultproperties | ||
+ | { | ||
+ | } | ||
</uscript> | </uscript> | ||
Revision as of 06:50, 6 October 2011
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You are free to remove any existing code from below, and paste your code between the <uscript> </uscript> tags. If the page hasn't been edited in the last few hours (the last edit timestamp is 2011-10-06 06:50:03), you can assume it isn't needed anymore and can be removed. A full edit history will be available, so don't worry about losing anything you removed.
Clean up after you're done!
class TestPawn extends Pawn; var DynamicLightEnvironmentComponent LightEnvironment; defaultproperties { WalkingPct=+0.4 CrouchedPct=+0.4 BaseEyeHeight=38.0 EyeHeight=38.0 GroundSpeed=440.0 AirSpeed=440.0 WaterSpeed=220.0 AccelRate=2048.0 JumpZ=322.0 CrouchHeight=29.0 CrouchRadius=21.0 WalkableFloorZ=0.78 //Components.Remove(Sprite) Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment bSynthesizeSHLight=TRUE bIsCharacterLightEnvironment=TRUE bUseBooleanEnvironmentShadowing=FALSE End Object Components.Add(MyLightEnvironment) LightEnvironment=MyLightEnvironment Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent //Your Mesh Properties SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode' AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human' PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' Translation=(Z=8.0) Scale=1.075 //General Mesh Properties bCacheAnimSequenceNodes=FALSE AlwaysLoadOnClient=true AlwaysLoadOnServer=true bOwnerNoSee=false CastShadow=true BlockRigidBody=TRUE bUpdateSkelWhenNotRendered=false bIgnoreControllersWhenNotRendered=TRUE bUpdateKinematicBonesFromAnimation=true bCastDynamicShadow=true RBChannel=RBCC_Untitled3 RBCollideWithChannels=(Untitled3=true) LightEnvironment=MyLightEnvironment bOverrideAttachmentOwnerVisibility=true bAcceptsDynamicDecals=FALSE bHasPhysicsAssetInstance=true TickGroup=TG_PreAsyncWork MinDistFactorForKinematicUpdate=0.2 bChartDistanceFactor=true RBDominanceGroup=20 //MotionBlurScale=0.0 bUseOnePassLightingOnTranslucency=TRUE bPerBoneMotionBlur=true End Object Mesh=WPawnSkeletalMeshComponent Components.Add(WPawnSkeletalMeshComponent) Begin Object Name=CollisionCylinder CollisionRadius=+0021.000000 CollisionHeight=+0044.000000 End Object CylinderComponent=CollisionCylinder }
class TestPlayerController extends PlayerController; simulated function PostBeginPlay() { Super.PostBeginPlay(); } exec function StartFire( optional byte FireModeNum ) { local Vector Vec; `log("StartFire" @ FireModeNum); Vec.X = Location.X - 5.0; Vec.Y = Location.Y; Vec.Z = Location.Z; SetLocation(Vec); // Doesn't do anything ShowTargetInfo(); } exec function StopFire( optional byte FireModeNum ) { `log("StopFire" @ FireModeNum); } function DrawHUD(HUD H) { local float CrosshairSize; super.DrawHUD(H); H.Canvas.SetDrawColor(0,255,0,255); CrosshairSize = 12; H.Canvas.SetPos(H.CenterX - CrosshairSize, H.CenterY); H.Canvas.DrawRect(2 * CrosshairSize + 1, 1); H.Canvas.SetPos(H.CenterX, H.CenterY - CrosshairSize); H.Canvas.DrawRect(1, 2 * CrosshairSize + 1); } function ShowTargetInfo() { local vector loc, norm, end; local TraceHitInfo hitInfo; local Actor traceHit; end = Location + normal(vector(Rotation)) * 32768; // trace to "infinity" traceHit = trace(loc, norm, end, Location, true,, hitInfo); ClientMessage(""); if (traceHit == none) { ClientMessage("Nothing found, try again."); return; } // Play a sound to confirm the information ClientPlaySound(SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock'); // By default only 4 console messages are shown at the time ClientMessage("Hit: "$traceHit$" class: "$traceHit.class.outer.name$"."$traceHit.class); ClientMessage("Location: "$loc.X$","$loc.Y$","$loc.Z); ClientMessage("Material: "$hitInfo.Material$" PhysMaterial: "$hitInfo.PhysMaterial); ClientMessage("Component: "$hitInfo.HitComponent); } defaultproperties { }
class TestGame extends GameInfo; event InitGame(string Options, out string ErrorMessage) { //local Pawn p; //p = Spawn(class'Pawn'); } event PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage) { local PlayerController PC; PC = super.Login(Portal, Options, UniqueID, ErrorMessage); ChangeName(PC, "EXetoC", True); return PC; } event PostLogin(PlayerController NewPlayer) { super.PostLogin(NewPlayer); NewPlayer.ClientMessage("Welcome to the grid " $ NewPlayer.PlayerReplicationInfo.PlayerName); NewPlayer.ClientMessage("Point at an object and press the left mouse button to retrieve the target's information"); } defaultproperties { PlayerControllerClass=class'Test.TestPlayerController' DefaultPawnClass=class'Test.TestPawn' HUDType=class'Test.TestHUD' bDelayedStart=False }
class TestHUD extends HUD; function DrawHUD() { local string ScoreString; local float XL, YL; super.DrawHUD(); Canvas.SetDrawColor(190, 20, 20); ScoreString = "TEST1"; Canvas.StrLen(ScoreString, XL, YL); Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL); Canvas.DrawText(ScoreString); Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL + YL); Canvas.DrawText("TEST2" @ "TEST3"); } defaultproperties { }
Full Key
- 1 – {$Topic is relevant/available to/in} Unreal Engine 1.
- 2 – {$Topic is relevant/available to/in} Unreal Engine 2.
- 2+ – {$Topic is relevant/available to/in} Unreal Engine 2, from this version onwards.
- 2x – {$Topic is relevant/available to/in} Unreal Engine 2, starting with UT2004.
- 3 – {$Topic is relevant/available to/in} Unreal Engine 3.
- 3+ – {$Topic is relevant/available to/in} Unreal Engine 3, starting with UT3 patch 2.0.
- 3* – {$Topic is relevant/available to/in} Unreal Engine 3, starting with UDK.
- (no number) – {$Topic is relevant/available to/in} all Unreal Engine generations.
Enum Key
Vector(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3)--|
Range(U2, U2XMP, UE2Runtime, UT2003, UT2004)--|2
Vector2D(UDK, UT3)--|3
Color(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3)
LinearColor(UDK, UT3)
Class Key
Actor(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3)
Rook(no matching games found)
- TribesV? SoundCue(UDK, UT3)
UTGreedGame(UT3)
LegendObjectComponent(U2XMP)
FluidSurfaceOscillator(U2, U2XMP, UE2Runtime, UT2003, UT2004)
Ammunition(U2XMP, UE2Runtime, UT2003, UT2004)
Util(U2, U2XMP)
xUtil(no matching games found) -UE2??
UnrealPlayer(UT2003, UT2004)
xPlayer(no matching games found) -UE2??
UTPlayerController(UDK, UT3)
WeaponFire(UT2003, UT2004)
Keyword Key
Expands(no matching games found)
Extends(no matching games found)
server(no matching games found)
replicated(no matching games found)
intrinsic(no matching games found)