Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Post new topic Reply to topic  [ 38 posts ]  1, ,  
Author Message
PostPosted: 16 May 2010, 17:23     Post subject: Unreal Computer
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
Fist post Edited

QComputers v 0.3b

Unreal Tournament

New class:
CCoderTrigger (Triggers)
A trigger which allows a mapper to create a Code Locked doors, and stuff.
Test map provided. I have no time to describe it here.

QComputers v 0.2b

Unreal Tournament
Unreal 227

It's a beta, so don't expect much. Never tested it really. Single player only, for now.
Later on, I'll update the links.

ComputerBase (Info->ClientScriptedTexture)
An actor which displays text and messages on a scripted texture. NEEDS to be rotated so it point's the surface which has the scripted texture on it, or else he cursor will be screwed.
CDataManager (Triggers)
An actor which, when triggered, copies all data to ComputerBase.
Can SetNew data, SetNew_And_Reset data and Reset data.
Also has an ability to make backup, that is, on gamestart it copies all data from a given Computer so it can be later restored when triggered.
CDataCopy (Triggers)
When triggered copies data from ComputerBase to CDataManager for storing :D
CMouseCursor (Triggers)
Guess...

Test it, play it, screw it.
Enjoy!! \o/

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Last edited by Z-enzyme on 06 Jun 2010, 23:50, edited 4 times in total.

Top
 Profile  
 
PostPosted: 16 May 2010, 17:31     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
ATM I worked that out by reducing the struct count to 8, but THAT IS NOT WHAT I WANT, damn.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 16 May 2010, 20:35     Post subject:
Administrator
Administrator
User avatar

Joined: Nov 12th, 2007
Posts: 772
Location: Szczecin
Run on similar problem some time ago. Seems that you CAN NOT access to array of structures from another class. You can write a function and call it - look @ RParticles it's full of that stuff.

_________________
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio


Top
 Profile  
 
PostPosted: 16 May 2010, 21:10     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
The whole Struct build I've taken from RParticles :D
I know where to look.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 18 May 2010, 17:29     Post subject:
Skaarj Lord
Skaarj Lord
User avatar

Joined: Nov 18th, 2007
Posts: 172
basically by accessor function i think they mean do something like this:
(note, im just pulling this code out of the air so it may contain syntax errors or just plain be wrong)

Code:
function Trigger( actor Other, pawn EventInstigator )
{
   local int n;
    local SMessage TempMessage;

   if(computer != none)
   {
      if(ActionType == AT_SetNew)
      {
         for (n=0;n<arraycount(computer_text);n++)
         {
            if(Change_Text[n].DoChange)
            {
               tempmessage.Message = Change_Text[n].Message;
               tempmessage.MessageFont = Computer_Text[n].MessageFont;
               tempmessage.FontColor = Computer_Text[n].FontColor;
               tempmessage.MessagePos_Y = Computer_Text[n].MessagePos_Y;
               tempmessage.MessagePos_X = Computer_Text[n].MessagePos_X;
            computer.SetComputerText(n, tempmessage);
            }
         }
      }
   }
}

function SetComputerText(byte index, SMessage Value) {
   computer_text[index] = Value;
}


obviously you might want to do a bit more error checking on setcomputertext


Top
 Profile  
 
PostPosted: 18 May 2010, 19:17     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
Waaaaait. I got it. It took me a while but I got it. From one actor I can call a function in other actor with defined function's variables, and these variables can affect defined variables in the second actor. Including huge array index.

Cool!!! :B

Now you can see how noobish I am in scripting/

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 18 May 2010, 21:35     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Dec 24th, 2007
Posts: 1107
Location: Is Not Online.
I don't know how to code, but I was sure that you could do something like that with the variables. WTH is wrong with ya, foo? :B

_________________
Image
ModDb Portfolio
Everybody get up...


Top
 Profile  
 
PostPosted: 19 May 2010, 00:16     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
I don't know. But I just manipulated a skaarj to work as a guide for my wheelbarrow in Edugame. So the wheelbarrow goes very smoothly after the skaarj who just runs towards an alarm point.

You'd never got that kind of idea... A wheelbarrow chasing a skaarj... no way :lol:

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 20 May 2010, 15:34     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
OMG!! It wooorks!

Thanks a lot guys :D

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 20 May 2010, 19:34     Post subject:
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Aug 3rd, 2008
Posts: 255
So how about a video of the skaarj and that wheelbarrow? :lol:

_________________
Current Project: Nothing. Studying mathematics and crying.


Top
 Profile  
 
PostPosted: 20 May 2010, 20:23     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
LOL_PEANUTS wrote:
So how about a video of the skaarj and that wheelbarrow? :lol:


Lol, soon, when I finish the whole script, it takes ages to communicate the player, two pawns at once, HUD, triggers, path and shitload of other stuff...

And I am NOT the planning type guy... So basically, it's all a real mess.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 21 May 2010, 23:56     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
Ok, if you remember the old script of mine, Computer Panel, and this lousy video on youtube, which lacks of music at the moment, I just wanna remind you, that this script is being rewritten, some functions added, and soon, with God's will, I'll post beta here... Maybe.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 22 May 2010, 01:46     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Dec 24th, 2007
Posts: 1107
Location: Is Not Online.
What kind is it? A personal computer? Simply an information and control panel? OMG WHAT IS IT?!

Oh, and also, I think in one of your videos you had some sort of tram thing (maybe the one you are referring to) whose direction you could control like in Half-Life.

_________________
Image
ModDb Portfolio
Everybody get up...


Top
 Profile  
 
PostPosted: 22 May 2010, 02:35     Post subject:
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1989
Location: In your head... Whispering...
jetv435 wrote:
What kind is it? A personal computer? Simply an information and control panel? OMG WHAT IS IT?!

Oh, and also, I think in one of your videos you had some sort of tram thing (maybe the one you are referring to) whose direction you could control like in Half-Life.

Old one:
http://www.youtube.com/watch?v=z1idoPjC27g
New one:
http://www.youtube.com/watch?v=4MwwWTDsKvE

The difference is in setting up the computer. I hope the second one will be much easier to handle. That's why I'm using structs. Lets see the difference:

Old one:
Image

Computer panel uses simple arrays to set everything up. You had to remember the number of an element to edit it's settings. It looks... weird.

New one:
Image

Computer Base uses struct arrays. In every struct you have all settings concerning an element, everything in one place. What's more, you have a preview of all settings in the struct pre-rollout. Or whatever. O, and there are LOADS of new things in Computer Base. Like button animations, error modifiers, type in screens, hack games and stuff... But these are only im my mind so far :D :B Except button animations, which you can see here. You change three settings in Computer Base, and buttons are animated.

And, yes, from Computer Base you'll be able to control movers like in Half Life... More less.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 24 May 2010, 01:57     Post subject: Re: Unreal Computer
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Aug 3rd, 2008
Posts: 255
Hope to see this in ISV-Dragonfly. It would add more of a puzzle element to the mod.

_________________
Current Project: Nothing. Studying mathematics and crying.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  1, ,  

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group