User:00zX
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
<uscript> class YourPawn extends UTPawn config(YourConfig);
`include(YourMacroFile.uci) </uscript>
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.
<uscript> `if(`notdefined(Debug))
`define dconf `define dexec
`else
`define dconf config `define dexec exec
`endif </uscript>
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.
<uscript> 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 } </uscript>
YourConfig
[YourPackage.YourPawn] bCanDodge=True
Example of usage
If we want to add a variable that already exists but is not config editable. (PostBeginPlay) <uscript> 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
</uscript>
Useful Macros
<uscript> `define LogdFuncN() `logd(GetPackageName()$"."$class.name$"."$GetFuncName(),,'Debug'); </uscript>