Today in udk I Lerned many new things. Firstly I recapped on what i done last week and tried to fix some of the errors I had. Most of them were fixed by redoing the porcess. The first new thing Ilearned was how to make teleporters. I found it simple. All I needed was two locations to teleport between, two teleporters and put them in the correct position. I set the name in the first one teleport1 and the second one was c alled teleport2. I then set the target for each to the other one.
The next thing I learned today was to fracture static meshes so they cn be broken when shot.
This allows me to select how many chunks I wanted it to break into, support chunks and many more options.
The final thing I did today was fix my ladder I learned today that the arrow of the ladder volume must be pointing towards the wall of mesh i wanted to climb
Thursday, 15 March 2012
Thursday, 8 March 2012
Udk (8/3/12)
Today in udk I learned how to make a fade to black cut scene. This was done using Kismet and a simple Matinee. I made an end sequence using matinee. It makes the game fade to black. Here is an image of the code I used for this event.
Udk (8/3/12)
Today I learned how to give My player lives. I added some more code into the same piece I used for the camera.
This images shows the code I used. It shows that a player starts with 5 lives. When A < B the player wont spawn again. I will come back to this at a later stage and add in an end sequence.
This images shows the code I used. It shows that a player starts with 5 lives. When A < B the player wont spawn again. I will come back to this at a later stage and add in an end sequence.
Udk today (8/3/13)
Today in udk I learned how to attach a camera to my player. It was done in kismet. First I had to add a camera actor. Then I opened udk and configured some blocks like so.
I made it so when the player spawns the camera attaches to the player. I then moved the camera angle so it was behing and above the player. This made my game in 3rd person view. Here is a picture of the in game camera angle.
I also learned about UI scenes in Udk today. i then learned that they have been depicated from the newer versions. So scenes will be made using flash and .swf files
I made it so when the player spawns the camera attaches to the player. I then moved the camera angle so it was behing and above the player. This made my game in 3rd person view. Here is a picture of the in game camera angle.
I also learned about UI scenes in Udk today. i then learned that they have been depicated from the newer versions. So scenes will be made using flash and .swf files
Thursday, 9 February 2012
Today In UDK pt 3 (9/2/12)
Thes evening I learned how to create enemies. I started by making a path node. and opening kismet.
I created a new event (level loaded). I then created actor factory. I right clicked on spawn point and created new object var using pathnode. I connected level loaded to spawn actor. I went to actor factory properties. here is the steps I followed after
1. Tick force deathmatch ai
2. Set controller class to none.
3. set pawn class - UTpawn
4. Tick Give default Inventory.
5. Click green cross and select weapon to give the enemy.
To make the enemy respawn There was some more code to follow.
1. I created new action -> new event -> attach to event
2. New event -> pawn -> death
3. Right click on spawned and create new object variable.
and then i connected them as shown below.
the bot now respawns on death.
I created a new event (level loaded). I then created actor factory. I right clicked on spawn point and created new object var using pathnode. I connected level loaded to spawn actor. I went to actor factory properties. here is the steps I followed after
1. Tick force deathmatch ai
2. Set controller class to none.
3. set pawn class - UTpawn
4. Tick Give default Inventory.
5. Click green cross and select weapon to give the enemy.
To make the enemy respawn There was some more code to follow.
1. I created new action -> new event -> attach to event
2. New event -> pawn -> death
3. Right click on spawned and create new object variable.
and then i connected them as shown below.
the bot now respawns on death.
Doors in UDK
In UDK today I learned how to program a door to swing open (or move to the side or any other motion) It involoved using Kismet and a matinee.
First I had to add the door as an interp actor. and open kismet.
I added a matinee block, Double clicked it to open its sub editor. I added a new empty group.
In the new group I made a new movement track.
I pressed enter to add keyframes.
I moved the interp actor and created a trigger.
Select the trigger, go to kismet, rightclick and select new event using trigger_0 touch.
I connect touched to play and untouched to reverse and set max trigger count to 0
The door was ready to be opened and closed
First I had to add the door as an interp actor. and open kismet.
I added a matinee block, Double clicked it to open its sub editor. I added a new empty group.
In the new group I made a new movement track.
I pressed enter to add keyframes.
I moved the interp actor and created a trigger.
Select the trigger, go to kismet, rightclick and select new event using trigger_0 touch.
I connect touched to play and untouched to reverse and set max trigger count to 0
The door was ready to be opened and closed
Today in UDK (9/2/12)
This morning I learned how to create a light triggered with a light switch. First I created a static mesh to act as a light switch. Then i created a trigger (Right click -> add actor -> Trigger) I set the trigger in the same place as the mesh. Next I made a point light toggleable. This image below shows How they were positioned.
Next was to write the code for the lighting. I Opened kismet and created a new event using the trigger. I greated a toggle aswell. I connect the Used port to the toggle port and then added the pointlight to the target port.
Next I added an announcement. I wrote let there be light. I coonected that to the used port aswell.
Next was to write the code for the lighting. I Opened kismet and created a new event using the trigger. I greated a toggle aswell. I connect the Used port to the toggle port and then added the pointlight to the target port.
Next I added an announcement. I wrote let there be light. I coonected that to the used port aswell.
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