Did you know? All of these messages will likely be replaced before release.

Unreal 227h Computers - Beta

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: ividyon, Semfry, zYnthetic

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Unreal 227h Computers - Beta

Post Posted: 17 Aug 2012, 13:55

=======================================================================
Unreal Computer
=======================================================================
version: beta 0.7

This is the first release of old 2007 add on, you might say, for Unreal.
In the beginning the script was aimed at Unreal Tournament users, now it is also for Unreal 227. This is caused by features UC uses to display content in the Editor window in Unreal 227 which is not possible in UT.

Unreal Tournament version doesn't support content display in the Editor.

=======================================================================
Content
=======================================================================


The content of the package is:
  • Textures
  • Sounds
  • Classes
  • Fonts
  • One map - not even finished - showing most of the stuff

Classes in the package:
  • Info
    [ ]-> ClientScriptedTexture: Class copied from UT
    ...[ ]-> ComputerBase: Base class of a Unreal Computer that renders data on Scripted Texture
  • Keypoint
    [ ]-> CPlanePointer: A pointer used for Cursor positioning
  • Trigger
    [ ]-> CCodeTrigger: Class used to create password protected computers and panels
    [ ]-> CDataCopy: Class that on trigger copies current data from ComputerBase to CDataManager
    [ ]-> CDataManager: Class that on trigger changes data in ComputerBase class
    [ ]-> CElevatorTrigger: Class that forces ElevatorMover to move to specified move frame (will be rewritten)
    [ ]-> CMapTracer: Class that displays players' position on the map (not yet implemented)
    [ ]-> CMouseCursor: Old class of cursor pointer - it is recommended to use CMouseCursorEx instead
    ...[ ]-> CMouseCursorEx: Class that when touched lets the player to control a cursor in ComputerBase
    [ ]-> CTextFlood: Class that simulates a flow of information in ComputerBase (will be rewritten)

=======================================================================
Description
=======================================================================


Time for some show off.

ComputerBase class

Image

Used to display specified in the actor data on a give ScriptedTexture. The actors properties are:

Image

EditorTools

Lets the user to preview the computer content in the editor window.
Buttons only:
Image

Images only:
Image

Texts only:
Image

And all kinds of combinations, like, all:
Image

ComputerBase -> Computer_Button

Image

  • Action - event called on push
  • ActivateSound - Not working yet
  • AnimAddSpeed - animation speed of a button highlight
  • AniType - the type of animation button's got
  • bDoHighlightAnim - is button using an animation for highlight
  • bHighlightButton - is button being highlighted
  • ButtonPos - start of the button in pixels on the computer screen
  • ButtonSize - size of the button in pixels
  • HighlightImageNo - button uses an image for highlighting, this is the image number it should use.
  • TbChangeTextColor - is button changing the color (overlaying a new text actually) of the text in the button area (Used with bHighlightButton)
  • TTextNo - text which color should be changed

ComputerBase -> Computer_Image

Image

  • Image - image that is displayed on the Computer Screen
  • ImagePan - the panning of a image
  • ImagePos - image position in pixels
  • ImageScale - actually, image size in pixels - sorry for that.
  • ImageTile - tiling (repeating) of the texture

ComputerBase -> Computer_Messages

Image

  • FontColor - erm... Figure it out for yourself
  • Message - text displayed on the screen
  • MessageFont - font of the text
  • MessagePos - position on the screen in pixels

CDataManager class

Image

Is used to change the data in ComputerBase actor when triggered. You may say, this makes all the changes when a player is browsing the content of a computer he has found.

Image

The properties of this class are almost exactly the same as ComputerBase but with one exception.
For example, if you want it to change the message in ComputerBase when triggered, you need to set DoChange to True under the right Change_Text array.

It also displays the set content in the Editor window but as translucent. It helps the user to preview the changes CDataManager will make in the Computer base when both are selected (first ComputerBase, then CDataManager)

Image

CCodeTrigger class

This class is used to simulate a password protected computers, panels, locks, doors, chests, candyshops...

Image

  • Buttons: The numbers of buttons in ComputerBase
  • bActive - is it working right now, or not
  • bHideDigits - instead of showing 12578 on the computer screen it will show *****
  • bOnlyOnceGoodCode - if true it deactivates when code is valid, else, the player will be able to type in the code again
  • Code - the code. No random generated code yet. There's a problem with structs.
  • CodeTextNumber - a message in ComputerBase in which the password or ***** will be displayed
  • Computer - ComputerBase actor
  • CorrectMessage - a message that will be displayed when password is correct
  • CorrectSound - a sound played when password is correct
  • CorrectTag - an Event that will be called when password is correct
  • IncorrectMessage - a message that will be displayed when password is incorrect
  • IncorrectSound - a sound played when password is incorrect
  • IncorrectTag - an Event that will be called when password is incorrect, for instance, an alarm
  • MessageNumber - message number which will be changed to either CorrectMessage or IncorrectMessage.

IMPORTANT: When used all the buttons are set inside the CCodeTrigger, the ComputerBase for every button calls the same event:

Image

CMouseCursorEx class

A class used to control the cursor on the computer screen. A little bit of the code has been ripped of from UsableScreen by kea Huge credit for him.

Image

  • Computer - a ComputerBase actor
  • RetriggerDelay - a delay between clicks - must be more than 0!
  • TouchSound - a sound actor will make when touched
  • UntouchSound - a sound actor will make when Untouched
  • -Mulbitplier - not used any more.
  • Tag_0 - a zero point (CPlanePointer in Keypoint) of the screen - zero point = left upper corner
  • Tag_X - a X point of the screen
  • Tag_Y - a Y point of the screen

The points should be set quite accurately but if it's not 100% perfect, it will still work.

CDataCopy class

Copies data from ComputerBase to CDataManager - for example when a player makes changes (deletes) data from a computer which were originally saved in CDataManager a user can set this to copy the data in ComputerBase to CDataManager saving the changes player made... More less.

Image

CTextFlood class

Image

Used to simulate a data flow (from down to up, DOS like style) on a computer screen. Texts only.

  • Active - is it working right now
  • bLoop - is it looping the data flow
  • bMaxLine - this is tricky - when true copies old lines from previously used CTextFlood
  • Computer - ComputerBase actor
  • ComputerStartTextNo - the starting text on the computer
  • CopyOldLinesFrom - Copy old lines from this actor if bMaxLine is true
  • DrawDelay - how fast the lines are drawn - don't set it too high. Like 5 is enough, 0 is just fast.
  • DrawnMessagesNo - how many lines are drawn - Messages count
  • FontColor - blows up your computer if you set it to anything close to R=255, B=255, G=128
  • LineDelay - delay time between drawing new lines
  • Lines - how many lines it uses from ComputerBase
  • MessageFont - because of this Poland dropped out from Euro 2012
  • MessagePos_X - X position of the message on the screen in pixels
  • MessagePos_Y_Add - added position to each line in pixels
  • MessagePos_Y_Start - starting position of the first line
  • Messages - data flow texts

And last but not least

CMoverControl class

A class used to control a mover - it even corrects some settings in the editor for the user so making a mistake here is a real challenge...

Image

  • AccelerationRate - how fast a mover accelerates
  • BreakMultiplier - how fast it breaks - should be between 0 and 1. Don't use more than 1 values or it will speed up instead of breaking - that's the only thing you can break here.
  • ButtonAccelerate - a button in ComputerBase that will trigger the acceleration
  • ButtonBreak - a button in ComputerBase that will trigger the breaks
  • ButtonDeaccelerate - a button in ComputerBase that will trigger the reverse acceleration
  • Cart - a mover actor
  • Computer - a ComputerBase actor
  • ComputerMessageToSpeed - a ComputerBase message number which will be turned to display actual carts' speed
  • Direction - the direction in which the cart should go (X, Y, Z)
  • MaxDistance - a maximum distance from the carts' starting position beyond which the cart will hit breaks - displayed in the editor as green line
  • MaxVelocity - maximum speed of the cart
  • MinDistance - a minimum distance from the carts' starting position beyond which the cart will hit breaks - displayed in the editor as red line
  • NegativeDisplay - speed displayed on the screen of the computer is multiplied by -1

=======================================================================
Additional Info
=======================================================================


You use it at your own risk, I am not a pro coder at all and it might (probably will) make your kidneys fail sooner or later.
This is a beta release, don't use it in your mappacks just yet... Well, you can, but there will be changes in the code, variables added and removed, revised, and it may happen that it will not be compatible with your maps anymore.

PLEASE post all the bugs, Accessed nones and ideas how to improve the Unreal Computers here, in this very topic.

More fonts you can find in QFonts.u file, under Info i class tree there is description of the fonts.

=======================================================================
Credits
=======================================================================


kea - for the code I stole from him
Raven - for help on the old code back in 2007
My mom - for giving birth to such a brilliant, but lazy, man as myself.
Someone - I cant really remember who that was, who showed me keas' code...

Yep, I know you were just scrolling down to find this part here not giving a damn about all this text above...

=======================================================================
Download - Unreal 227
Download - Unreal Tournament
=======================================================================


Hope no packages are missing.

=======================================================================
Explosion
=======================================================================


KHABOOM!

Z-eNzYmE
Last edited by Z-enzyme on 20 Aug 2012, 00:06, edited 1 time in total.

User avatar AndryxaXP
Skaarj Warrior Skaarj Warrior
Posts: 87
Joined: 10 Aug 2011, 21:35
Location: Moldova

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 17 Aug 2012, 17:05

wow , amazing :o :tup:

User avatar SteadZ
Skaarj Warlord Skaarj Warlord
Posts: 781
Joined: 04 Mar 2012, 10:52
Location: Scotland
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 17 Aug 2012, 19:11

Thank you Qtit!
Image
Image

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 17 Aug 2012, 19:45

You welcome. Tell me, show me, how do you like it and what did you do with it :D

diamond
Skaarj Berserker Skaarj Berserker
Posts: 366
Joined: 13 Nov 2007, 10:51
Location: ROFLand
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 18 Aug 2012, 06:38

Qtit wrote:The points should be set quite accurately but if it's not 100% perfect, it will still work.


The best practice is to set bEdShouldSnap for these actors.
Image
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 18 Aug 2012, 10:37

Yep, with combination of Toggle Vertex Snap in the editor. But it doesn't work for static meshes (look at movers in the level).

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
Posts: 861
Joined: 19 Dec 2009, 22:25

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 18 Aug 2012, 18:45

Nice, this definitely looks better than the console for ONP/7B. :tup:

User avatar Teridax
Skaarj Warlord Skaarj Warlord
Posts: 870
Joined: 11 Apr 2009, 04:10

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 19 Aug 2012, 05:08

Awesome! I always wanted something like this in Unreal.
Image

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 19 Aug 2012, 21:28

I'm glad you like that. The CMoverControl has got one bug that I forgot to get rid of, that is, you can't actually use two of these on a mover, as they will interfere on breaking. Meh.

One more thing, do you want UT build?

User avatar Teridax
Skaarj Warlord Skaarj Warlord
Posts: 870
Joined: 11 Apr 2009, 04:10

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 19 Aug 2012, 22:02

I'd be all for a UT version.
Last edited by Teridax on 20 Aug 2012, 00:35, edited 1 time in total.
Image

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 19 Aug 2012, 22:22

Note that UT version won't have an Editor overlay... I'll compile it tomorrow.

Z-enzyme
White Tusk White Tusk
Posts: 2135
Joined: 13 Nov 2007, 20:01

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 00:06


User avatar Teridax
Skaarj Warlord Skaarj Warlord
Posts: 870
Joined: 11 Apr 2009, 04:10

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 00:35

Thanks for putting so much time and effort into this. :)
Image

diamond
Skaarj Berserker Skaarj Berserker
Posts: 366
Joined: 13 Nov 2007, 10:51
Location: ROFLand
Contact:

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 09:07

Is it possible to compose the screen in 227 with all the benefits of in-editor overlays and then copy/paste it to UT Editor?
Image

UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 449
Joined: 02 Feb 2010, 12:55

Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Aug 2012, 12:45

diamond wrote:Is it possible to compose the screen in 227 with all the benefits of in-editor overlays and then copy/paste it to UT Editor?


Copy/Pasting from U1 to UT should work. Any defaultProperties that aren't in the UT version are just cut out (At least that's the case in my experience with copying map actors from UT2004 to U1)

Next

Who is online

Users browsing this forum: No registered users and 2 guests