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| <uscript> | | <uscript> |
| class TestPawn extends Pawn;
| | // paste your code here |
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| var DynamicLightEnvironmentComponent LightEnvironment;
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| defaultproperties
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| {
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| WalkingPct=+0.4
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| CrouchedPct=+0.4
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| BaseEyeHeight=38.0
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| EyeHeight=38.0
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| GroundSpeed=440.0
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| AirSpeed=440.0
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| WaterSpeed=220.0
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| AccelRate=2048.0
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| JumpZ=322.0
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| CrouchHeight=29.0
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| CrouchRadius=21.0
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| WalkableFloorZ=0.78
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| //Components.Remove(Sprite)
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| Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
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| bSynthesizeSHLight=TRUE
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| bIsCharacterLightEnvironment=TRUE
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| bUseBooleanEnvironmentShadowing=FALSE
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| End Object
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| Components.Add(MyLightEnvironment)
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| LightEnvironment=MyLightEnvironment
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| Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent
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| //Your Mesh Properties
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| SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
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| AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
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| PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
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| AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
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| Translation=(Z=8.0)
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| Scale=1.075
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| //General Mesh Properties
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| bCacheAnimSequenceNodes=FALSE
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| AlwaysLoadOnClient=true
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| AlwaysLoadOnServer=true
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| bOwnerNoSee=false
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| CastShadow=true
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| BlockRigidBody=TRUE
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| bUpdateSkelWhenNotRendered=false
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| bIgnoreControllersWhenNotRendered=TRUE
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| bUpdateKinematicBonesFromAnimation=true
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| bCastDynamicShadow=true
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| RBChannel=RBCC_Untitled3
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| RBCollideWithChannels=(Untitled3=true)
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| LightEnvironment=MyLightEnvironment
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| bOverrideAttachmentOwnerVisibility=true
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| bAcceptsDynamicDecals=FALSE
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| bHasPhysicsAssetInstance=true
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| TickGroup=TG_PreAsyncWork
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| MinDistFactorForKinematicUpdate=0.2
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| bChartDistanceFactor=true
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| RBDominanceGroup=20
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| //MotionBlurScale=0.0
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| bUseOnePassLightingOnTranslucency=TRUE
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| bPerBoneMotionBlur=true
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| End Object
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| Mesh=WPawnSkeletalMeshComponent
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| Components.Add(WPawnSkeletalMeshComponent)
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| Begin Object Name=CollisionCylinder
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| CollisionRadius=+0021.000000
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| CollisionHeight=+0044.000000
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| End Object
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| CylinderComponent=CollisionCylinder
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| }
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| </uscript>
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| <uscript>
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| class TestPlayerController extends PlayerController;
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| simulated function PostBeginPlay()
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| {
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| Super.PostBeginPlay();
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| }
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| exec function StartFire( optional byte FireModeNum )
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| {
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| local Vector Vec;
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|
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| `log("StartFire" @ FireModeNum);
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|
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| Vec.X = Location.X - 5.0;
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| Vec.Y = Location.Y;
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| Vec.Z = Location.Z;
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| SetLocation(Vec); // Doesn't do anything
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| ShowTargetInfo();
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| }
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| exec function StopFire( optional byte FireModeNum )
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| {
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| `log("StopFire" @ FireModeNum);
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| }
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| function DrawHUD(HUD H)
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| {
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| local float CrosshairSize;
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|
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| super.DrawHUD(H);
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| H.Canvas.SetDrawColor(0,255,0,255);
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| CrosshairSize = 12;
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| H.Canvas.SetPos(H.CenterX - CrosshairSize, H.CenterY);
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| H.Canvas.DrawRect(2 * CrosshairSize + 1, 1);
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| H.Canvas.SetPos(H.CenterX, H.CenterY - CrosshairSize);
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| H.Canvas.DrawRect(1, 2 * CrosshairSize + 1);
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| }
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| function ShowTargetInfo()
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| {
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| local vector loc, norm, end;
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| local TraceHitInfo hitInfo;
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| local Actor traceHit;
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| end = Location + normal(vector(Rotation)) * 32768; // trace to "infinity"
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| traceHit = trace(loc, norm, end, Location, true,, hitInfo);
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| ClientMessage("");
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| if (traceHit == none)
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| {
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| ClientMessage("Nothing found, try again.");
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| return;
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| }
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| // Play a sound to confirm the information
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| ClientPlaySound(SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_TargetLock');
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| // By default only 4 console messages are shown at the time
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| ClientMessage("Hit: "$traceHit$" class: "$traceHit.class.outer.name$"."$traceHit.class);
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| ClientMessage("Location: "$loc.X$","$loc.Y$","$loc.Z);
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| ClientMessage("Material: "$hitInfo.Material$" PhysMaterial: "$hitInfo.PhysMaterial);
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| ClientMessage("Component: "$hitInfo.HitComponent);
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| }
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| defaultproperties
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| {
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| }
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| </uscript>
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| <uscript>
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| class TestGame extends GameInfo;
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| event InitGame(string Options, out string ErrorMessage)
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| {
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| //local Pawn p;
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|
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| //p = Spawn(class'Pawn');
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| }
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| event PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage)
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| {
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| local PlayerController PC;
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| PC = super.Login(Portal, Options, UniqueID, ErrorMessage);
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| ChangeName(PC, "EXetoC", True);
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| return PC;
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| }
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| event PostLogin(PlayerController NewPlayer)
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| {
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| super.PostLogin(NewPlayer);
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| NewPlayer.ClientMessage("Welcome to the grid " $ NewPlayer.PlayerReplicationInfo.PlayerName);
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| NewPlayer.ClientMessage("Point at an object and press the left mouse button to retrieve the target's information");
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| }
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| defaultproperties
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| {
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| PlayerControllerClass=class'Test.TestPlayerController'
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| DefaultPawnClass=class'Test.TestPawn'
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| HUDType=class'Test.TestHUD'
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| bDelayedStart=False
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| }
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| </uscript>
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| <uscript>
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| class TestHUD extends HUD;
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| function DrawHUD()
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| {
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| local string ScoreString;
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| local float XL, YL;
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|
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| super.DrawHUD();
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| Canvas.SetDrawColor(190, 20, 20);
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| ScoreString = "TEST1";
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| Canvas.StrLen(ScoreString, XL, YL);
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| Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL);
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| Canvas.DrawText(ScoreString);
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| Canvas.SetPos(Canvas.SizeX / 2 - XL, Canvas.SizeY / 2 - YL + YL);
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| Canvas.DrawText("TEST2" @ "TEST3");
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| }
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| defaultproperties
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| {
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| }
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| </uscript> | | </uscript> |
|
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|
This page is for pasting code you want to show someone as an example or to get assistance with. This allows you to easily collaborate with someone to solve a problem, and allows easy comparisons of the edits.
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 07:41:16), 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!
<uscript>
// paste your code here
</uscript>
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
()--|
Range
()--|2
Vector2D
()--|3
Color
()
LinearColor
()
Class Key
Actor
()
Rook(no matching games found)
- TribesV?
SoundCue
()
UTGreedGame
()
LegendObjectComponent
()
FluidSurfaceOscillator
()
Ammunition
()
Util
()
xUtil(no matching games found) -UE2??
UnrealPlayer
()
xPlayer(no matching games found) -UE2??
UTPlayerController
()
WeaponFire
()
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)