Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
User:00zX
From Unreal Wiki, The Unreal Engine Documentation Site
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
Status: Beta
To Install copy the contents of the following page into your own 'User:[name]/monobook.css' page.
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
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');