Work in progress.

Still working on the design for this blog.
You can find all my tutorials in the tutorial tab.

Tuesday, September 17, 2013

UDK Script: Custom weapon script.

This guide will show you how to make your own custom weapon in UDK. I will use LinkGun as an example in this guide. I will also describe some of the main functions you should change in the script. 

Starting up: 

I start of by copying UTWeap_LinkGun, located in UDK/Development/Scr/UTGame/Classes to your custom folder. 

Rename your script, in this guide I have named my script: ATWeap_TestGun. 
Open your script, and rename UTWeap_LinkGun too "your gun name (ATWeap_TestGun)

In extends you got to type UTWeap_LinkGun. 

Remove everything that is over defaultproperties.


It should look like this:





When this is done, I recommend to Compile your script. 
Open Unreal Frontend - press on the the Script arrow and choose Full Recompile.

If you get any errors ( I got this one)

"F:\UDK\UDK-2013-07\Development\Src\Antimare\Classes\ATWeap_TestGun.uc(36) : Error, BEGIN OBJECT: The component name PoweredUpComponent is already used (if you want to override the component, don't specify a class)"

It can easily be fixed by adding "My" infront of the variable like I have done under.

"Begin Object Class=ParticleSystemComponent Name=MyPoweredUpComponent"


Testing your script:

Your script can now be found in UDK. ( Open Content Browser - Press Actor Classes(look on the top tabs) - Press Pickups/Weapon/UTWeaponPickupFactory and drag in out to your scene. 

Double click on the PickupFactory - and under UTWeapon Pickup Factory you will find your gun.








Changing our script:

Under I will explain a few links you can change to make your customgun. You can find everything under defaultproperties.

Name=FirstPersonMesh
SkeletalMesh: Change the weapon model. 

Name=PickUpMesh
SkeletalMesh: The mesh that will show up on the ground if dropped - or in the pickupfactory.

Custom Weapon Projectile 

Find WeaponProjectiles(0/1)=class'UTProj_LinkPlasma'

Whenever you see =class it means that is got it's own script. You can easily find the script in your
UDK/Development/Src/UTGame/Classes

Within this script ( Remember to rename the projectile script - same as you did with the weapon script)
you will find 

ProjFlightTemplate: Here can you paste your custom ParticleSystem for you weapon
ProjExplosionTemplate: Paste your impact ParticleSystem. This will play whenever the shoot hits a object.
Speed: Speed of the ParticleSystem

Damage: How much damage each shoot will do to the enemy
DamageRadius: How much explosive damage you and your enemy will take (if in range)
MomentumTransfer: How much momentum your character / your enemy will take when hit.
( This one can make some really cool gameplay, recommend to test it out)


( using ShockBall from the ShockRifle in this guide)
ComboDamage: Damage done if you hit your enemies shoot 
ComboRadius: Radius of the damage and momentum when you hit enemy shoot
ComboMomentumTransfer: The momentum you and your enemy will get if they are insade the radius.
ComboTemplate= ParticleSystem of your combo shoot. 


AmbientSound:  Sound of your ParticleSystem
ExplosionSound: This sound will play whenever your shoot collide with a object
ComboExplosionSound: Sound when you and your enemies shoot collide with each other.
ComboExplosionEffect: Class of your ComboExplosionEffect.


Custom Weapon Sounds:

WeaponFireSnd[0]: Left click fire ( Main fire)
WeaponFireSnd[1]: Right click fire ( Alt fire)

PickupSound: This sounds will play as soon as you walk over the gun / pick one up from the pickup factory.


Monday, September 16, 2013

Tutorial: How to remove/make your own UDK intro movie

This tutorial will show you how to remove the UDK intro movie. This is useful when we are compiling our code and test it. The Unreal logo get really boring after plenty of restarts.


Go to the folder UDK/UDKGame/Movie and rename "UE3_logo.bik" to "xUE3_logo.bik"

The startup script will not find the startup logomovie, so it will skip the code, and move right into the game menu.







If you want your own custom intro movie you will have to create a .bik version out of your movie.

Download THIS program, this program will convert your movie into .bik

When you got your .bik version of your intro - name it into "UE3_logo.bik" and past it into UDKGame/Movies



Tutorial: Part 2 : How to make your own folder structure in UDK 2013 ( June version)

This guide will show you how to make custom path for your UDK/Content folder

1. Open UDK/UDKGame/Config/DefaultEngine





2. Find [Core.System]


3. Add this line of code:

+ Paths=../../"Your foldername"/Content





4. Go to /UDK(main folder)

And make a folder named "Your foldername" 





5. Within that folder, you got to make a folder named "Content"


6. Copy one of your packages( or save a package in this "Content" folder. UDK will not find your folder if it's empty.





Hope this folder structure series have been helpful. 


Sigve

Sunday, September 15, 2013

Tutorial: Part 1: How to make your own folder structure in UDK 2013 ( June version)

Part 1: How to make your own folder structure in UDK 2013 ( June version)

1. Open UDK/UDKGame/Config/DefaultEngine




2. Go to [UnrealEd.EditorEngine] ( you will see two lines under )

3. Type in  + EditPackages="your foldername"     Then save







4. Go to UDK/Development/Src and make a folder with the same name as "your foldername" in EditPackages.





5. Within "yourfolder name" make a new folder called "classes"




6. Within the "classes" folder you can now paste all your scripts, be sure to compile the scripts.

Tutorial: UDK Wall Walking

UDK Wall Walking




I have fixed a script so you can wall walk in UDK ( June 2013 version) I will post a link to the files in this post. The files will be my ATgame, my current testing game.


Download here


1. Paste Antimare folder in UDK-Development - Src
(or overwrite your UTPlayerController)
2. Paste DefaultEngine in UDK  - UDKGame - Config


The UTPlayerController have been added a new "crawl" function so you can walk on walls.

PS: This only works in FPS, due to the character does not rotate his axes, only the camera.
PPS: To turn on the crawl function, you got to use a command. "ToggleCrawl"



I have not made this script.
I found a old tutorial that was outdated, so I fixed the script so it works with the new version.

Hope you find this script interesting.