unrealwiki:Scratchpad

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 06:50, 6 October 2011 by 88.83.51.141 (talk)

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 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!


<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>

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)