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Difference between revisions of "User:00zX"

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(Proposal - Preprocessor: - fixed up debug)
m (Useful Macros)
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====Useful Macros====
 
====Useful Macros====
 
<uscript>
 
<uscript>
`if(`isdefined(Debug))
+
`define LogdFuncN() `logd(GetPackageName()$"."$class.name$"."$GetFuncName(),,'Debug');
`define LogdFuncN() `logd(GetPackageName()$"."$class.name$"."$GetFuncName(),,'Debug');
+
`endif
+
 
</uscript>
 
</uscript>
  

Revision as of 07:14, 3 August 2010

Works in Progress

Unreal Development Kit

UDK: Project Silky - Status: Alpha

Unreal Tournament 3

UT3: GameDex Framework - Status: Beta
Newtators-v1.9e - Status: Point Release
Attrition-v0.5pb - Status: Public Beta

Highlighters

UnrealWiki - Code Noir Redex Theme

Monobook-noir-alpha3.gif

Status: Beta

To Install copy the contents of the following page into your own 'User:[name]/monobook.css' page.

User:00zX/monobook.css
W3C CSS Validator
High Resolution Image
Features
Dark Theme
High Contrast
Improved Readability
Highlighter adjustments for UScript, CSS and XML
Different coloured borders per GameNameSpace
Curved Borders in supporting browsers
Known Issues
Edit/Input boxes are still black text on white.
Profile settings page unreadable.





Wiki

Rants

User:00zX/Rants

Contact Me

IRC

00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on



Proposal - Preprocessor

Using The Unreal Engine 3 Preprocessor

Including Macro Files

class YourPawn extends UTPawn
	config(YourConfig);
 
`include(YourMacroFile.uci)
Example Macro File

When compiling with the -debug command line switch, the debug macro will then be defined and will switch our blank spaces to config/exec respectively.

`if(`notdefined(Debug))
 `define dconf
 `define dexec
`else
 `define dconf config
 `define dexec exec
`endif

Copy the above template into a blank text document and call the file YourMacroFile.uci

Example of usage

If we want to add a variable thats configurable only when the macro `DevBuild is defined.

class YourPawn extends UTPawn
	config(YourConfig);
 
`include(YourMacroFile.uci)
 
var `{dconf} bool	bCanDodge;
 
function bool Dodge(eDoubleClickDir DoubleClickMove)
{
	if(bCanDodge)
		return Super.Dodge(DoubleClickMove);
	else
		return false;
}
 
defaultproperties
{
`if(`notdefined(Debug))
	bCanDodge=True
`endif
}
YourConfig
[YourPackage.YourPawn]
bCanDodge=True

Example of usage

If we want to add a variable that already exists but is not config editable. (PostBeginPlay)

class YourPawn extends UTPawn
	config(YourConfig);
 
`include(YourMacroFile.uci)
 
`if(`isdefined(Debug))
var `{dconf} float	newGroundSpeed;
 
function PossessedBy(Controller C, bool bVehicleTransition)
{
	Super.PossessedBy(C, bVehicleTransition);
 
	GroundSpeed = newGroundSpeed;
}
`endif

Useful Macros

`define LogdFuncN() `logd(GetPackageName()$"."$class.name$"."$GetFuncName(),,'Debug');


Proposal - UScripting

Step by step process of installing, setting up jEdit for use with Uscript. From start to finish, using/committing to repository's and building using Apache Ant. A major portion of this tutorial is dedicated to giving you the knowledge to editing/customizing your programming environment to your liking (I do feel this can help to improve workflow).

Tools suggested for this tutorial:

  • jEdit - Programmers text editor jEdit
  • GIT - Source/Build Repository
  • UnCodeX - UScript Class Browser
  • NSIS - Installer/Packaging

Introduction to jEdit

Introduction to UnCodex

Introduction to Git

Compiling

Running Unreal Engine with your package

Introduction to NSIS