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Unreal Wiki:Scratchpad

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Revision as of 06:50, 6 October 2011 by 88.83.51.141 (Talk)

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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 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)