how do you get it to work i extracted the zip to my udk's content directory, and it gives me missing object errors saying its missing the shield_test mesh which is in the upk.
@passerby500 I don't get an error for missing meshes, though it does not find the script file. You have to add that to your own package and recompile. (I think you also have to add new shield objects then, unless your package name is "BionicleGame" xD)
thanks i don't know crap about unrealscript ATM, but im guessing i was suppsoed to but the *.UC in C:\UDK\UDK-2011-08\Development\Src\MyMod\Classes than do a compile via unreal front end, than put the upk and udk files in the content directory right?
@passerby500 Yea that should work. After that you should be able to select the shield actor from the 'Actor Classes' tab in the content browser. Tomorrow I'll take a look whether it works different with the MyMod directory. I guess I should write a little readme, too.
@FreetimeCoder thanks, forced a full recompile, and placed hte actor down and it worked perfect.
thanks a lot of this, i knew how to do the material end of it for quite a long time, expect using a slightly different method for a different look, but i never knew how to get the hitlocation and input it into a vector in my material.
@FreetimeCoder in theory i could use this to just set a vector in a material instance to the hitlocation, than run a animation that tweaks a scaler vector by having the function run a Matinee sequence right?
@passerby500 You can use this material in matinee with a MaterialInstanceActor. Calling matinee from script could work,but I honestly don't know how to do that. I do most things directly via script.
Also I took the time and edited the zip. I added a readme and it should now work with the MyMod folder right out of the box.
@FreetimeCoder thanks for all the help, im not trying to make the same effect as you put knowing how to take the hit vector and put it into a material instance parameter, is a huge help for me.
and for triggering a matinee sequence i would prolly do that in parallel from the script in kismet just using a simple take damage event.
This is so good! Thx alot!
BmikroB 1 month ago
how do you get it to work i extracted the zip to my udk's content directory, and it gives me missing object errors saying its missing the shield_test mesh which is in the upk.
passerby500 4 months ago in playlist Videos from FreetimeCoder
@passerby500 I don't get an error for missing meshes, though it does not find the script file. You have to add that to your own package and recompile. (I think you also have to add new shield objects then, unless your package name is "BionicleGame" xD)
FreetimeCoder 4 months ago
@FreetimeCoder
thanks i don't know crap about unrealscript ATM, but im guessing i was suppsoed to but the *.UC in C:\UDK\UDK-2011-08\Development\Src\MyMod\Classes than do a compile via unreal front end, than put the upk and udk files in the content directory right?
passerby500 4 months ago
@passerby500 Yea that should work. After that you should be able to select the shield actor from the 'Actor Classes' tab in the content browser. Tomorrow I'll take a look whether it works different with the MyMod directory. I guess I should write a little readme, too.
FreetimeCoder 4 months ago
@FreetimeCoder thanks, forced a full recompile, and placed hte actor down and it worked perfect.
thanks a lot of this, i knew how to do the material end of it for quite a long time, expect using a slightly different method for a different look, but i never knew how to get the hitlocation and input it into a vector in my material.
passerby500 4 months ago
@FreetimeCoder in theory i could use this to just set a vector in a material instance to the hitlocation, than run a animation that tweaks a scaler vector by having the function run a Matinee sequence right?
passerby500 4 months ago
@passerby500 You can use this material in matinee with a MaterialInstanceActor. Calling matinee from script could work,but I honestly don't know how to do that. I do most things directly via script.
Also I took the time and edited the zip. I added a readme and it should now work with the MyMod folder right out of the box.
FreetimeCoder 4 months ago
@FreetimeCoder thanks for all the help, im not trying to make the same effect as you put knowing how to take the hit vector and put it into a material instance parameter, is a huge help for me.
and for triggering a matinee sequence i would prolly do that in parallel from the script in kismet just using a simple take damage event.
passerby500 4 months ago
GREAT work.
unity100 5 months ago
Wow great work. I was wondering if you would be willing to help our team with our project. If so, please reply. Thanks for your time.- Nick M.
101GamingStudios 5 months ago
@101GamingStudios Sorry, I already got a couple of own projects and no time for them either :/
Good luck with your game
FreetimeCoder 5 months ago
Thanks man, likin' it. Already integrated it into my space game.
Hiredicespecter 6 months ago