|
|
|
#11 | |
|
Junior Member
Join Date: Nov 2009
Posts: 15
|
Quote:
|
|
|
|
|
|
|
#12 |
|
Junior Member
Join Date: Nov 2009
Posts: 21
|
Since my question is somwhat related to this: I will post it here.
What I would like to know is where the default player character (mesh) is set. Whenever you run the game in the editor you get some default UT character. So where is this set and how would one go about changing this? |
|
|
|
|
|
#13 |
|
Junior Member
Join Date: Nov 2008
Posts: 10
|
this is stumping me aswell, in my project as a ut3 mod there was a defaultmesh variable in the pawn class, now apparently it isnt in the udk version, and it seems to be ignoreing my familyinfo :S
|
|
|
|
|
|
#14 |
|
Junior Member
Join Date: Nov 2009
Posts: 6
|
I'm still not getting it...
I followed the tutorial (http://udn.epicgames.com/Three/Devel...ogramming.html) and modified SuperFunGame to add Code:
defaultproperties {
PlayerControllerClass=class'MyMod.spPlayerController';
}
Code:
class spPlayerController extends UTPlayerController;
function AcknowledgePossession(Pawn P) {
`log("entered AcknowledgePosession");
Super.AcknowledgePossession(P);
}
event Possess(Pawn inPawn, bool bVehicleTransition) {
`log("entered Possess");
Super.Possess(inPawn, bVehicleTransition);
}
function PawnDied(Pawn inPawn) {
`log("entered PawnDied");
Super.PawnDied(inPawn);
}
defaultproperties
{
bBehindView=True
}
Code:
[Engine.GameInfo] DefaultGame=MyMod.SuperFunGame DefaultServerGame=MyMod.SuperFunGame bAdminCanPause=false MaxPlayers=32 GameDifficulty=1.000000 bChangeLevels=True MaxSpectators=2 MaxIdleTime=0.000000 MaxTimeMargin=0.000000 TimeMarginSlack=1.350000 MinTimeMargin=-1.000000 TotalNetBandwidth=32000 MaxDynamicBandwidth=7000 MinDynamicBandwidth=4000 PlayerControllerClassName=MyMod.spPlayerController bKickLiveIdlers=False ArbitrationHandshakeTimeout=0.000000 GoreLevel=0 Last edited by lodi; 11-07-2009 at 02:26 PM. |
|
|
|
|
|
#15 |
|
Junior Member
Join Date: Nov 2009
Posts: 6
|
that sounds like pretty much exactly what i've done, which worked for me. you sure you're not seeing those log statements? what are you doing to make sure you're running superfungame, are you passing it in as one of the URL type parameters in the target of a shortcut UDK, or some other way? Maybe you're not actually running superfungame.
|
|
|
|
|
|
#16 |
|
Junior Member
Join Date: Nov 2009
Posts: 28
|
I'm pretty sure that you cannot add
Code:
defaultproperties {
PlayerControllerClass=class'MyMod.spPlayerController';
}
I don't think the variable PlayerControllerClass is in scope at that point. |
|
|
|
|
|
#17 |
|
Junior Member
Join Date: Nov 2009
Posts: 6
|
SublimeO12: I modified UTGame.ini to set the default game, and when I run it with `udk.exe dm-deck' I do indeed see superfungame logging to the console and playing the 'massacre' message.
NightRyder: Wow, you're right. So where should I be setting it then? Any thoughts why the line in UTGame.ini isn't working? |
|
|
|
|
|
#18 |
|
Junior Member
Join Date: Nov 2009
Posts: 28
|
Actually I was both wrong and right. I found that setting the defaultproperties there DOES work, but only if you don't write it like that.
does NOT work: Code:
defaultproperties {
blah
}
Code:
defaultproperties
{
blah
}
|
|
|
|
|
|
#19 |
|
Junior Member
Join Date: Nov 2009
Posts: 6
|
NightRyder: Wow... incredible. You're right, that did it. Thanks!
|
|
|
|
|
|
#20 |
|
Junior Member
|
In this case, do you want to inherit from UTPawn and UTPlayerController, or inherit from what those inherit from [GamePawn and GamePlayerController]? There's probably some useful functionality in the UT versions, but you're also carrying a lot of baggage if you're trying to start something from scratch, right? I'm just starting down this path myself, and it's something that seems noteworthy.
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
![]() |
All times are GMT -4. The time now is 02:33 AM.
|
![]() |