Scripting Society

The best and quickest support by a group of top-notch editing specialists, guaranteed!

Moderator: Forum Guards

Postby ~[R2K]D-BLOCK~ » Tue Jul 10, 07 8:21 pm

I don't no how i want to learn how to make a mod or mutator. :?
!!!!!Come Visit [RTK] CLAN Forums Click Here
User avatar
~[R2K]D-BLOCK~
Regular
 
Posts: 404
Joined: Tue Jul 03, 07 3:07 pm

Postby Alex » Tue Jul 10, 07 8:32 pm

Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby Dae » Tue Jul 10, 07 8:38 pm

Read Constructor's guide on creating packages, read Constructor's guide on basic default properties coding, make your own small mod, take WOTGreal Exporter to see how the scripts of others are written, create something more interesting than a custom NPC. It's all pretty easy when you actually want to make a mod, when you agree to dedicated some time to it, and you're not afraid of obstacles. This forum is created to help people with overcoming those obstacles, not teaching.
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby Cozmo » Tue Jul 10, 07 9:06 pm

But I needed the Scripting Society to actually learn how scripting works. People mainly join to try and learn how. The new rule will keep it safe but make it more difficult to learn for some. :(
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Dae » Tue Jul 10, 07 9:25 pm

You have to make the first step by yourself anyway. Many people joined simply to see if it's simple enough that they can be arsed to learn it.
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby [FGS]ShadowRunner » Sat Aug 11, 07 1:02 pm

Hmm, I got those pages and downloads, thx Dae, I will come back when I've done a basic mod with the webpages, and used WOTgrealexporter to make something more complex...
User avatar
[FGS]ShadowRunner
Addict
 
Posts: 732
Joined: Mon Mar 20, 06 4:29 am

Postby ~DJ~ » Sat Mar 01, 08 4:16 pm

Alex wrote:Something I forgot to say about the new 'rules'.
You can only join the Scripting Society when you have released at least 1 decent mod/mutator.


and i made 2 mods..

so can i join? :roll:
User avatar
~DJ~
Forum Super Hero
 
Posts: 3766
Joined: Tue May 22, 07 12:23 pm

Postby Alex » Sat Mar 01, 08 4:27 pm

¥~ÐJ~¥ wrote:
Alex wrote:Something I forgot to say about the new 'rules'.
You can only join the Scripting Society when you have released at least 1 decent mod/mutator.


and i made 2 mods..

so can i join? :roll:

Are they changed textures & changed defaultproperties, or did you actually create new functions, used Timer, Tick, PostBeginPlay, ProcessTraceHit, Login, etcetera?
If the first: You cannot join.
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby ~DJ~ » Sat Mar 01, 08 4:29 pm

Erm.. ok. i dint make it .. but i'll try too >_>

after 30 days.. tests..
User avatar
~DJ~
Forum Super Hero
 
Posts: 3766
Joined: Tue May 22, 07 12:23 pm

Postby Tonnochi » Sat Mar 01, 08 8:00 pm

¤[ß2S]¤Cozmo wrote:But I needed the Scripting Society to actually learn how scripting works. People mainly join to try and learn how. The new rule will keep it safe but make it more difficult to learn for some. :(


Precisely why I can't get in.
User avatar
Tonnochi
Forum Hero
 
Posts: 2719
Joined: Mon May 28, 07 11:43 pm

Postby CyberKill » Sun Mar 23, 08 1:23 pm

Okay i need some help with a mod im making its a weaon that if shot by opens your C Drive. Heres Code.
Code: Select all
function OnEvent_ChatWndSendMessage(ChatWnd, Message)
{
   var CMD = Message.split(" ", 1).toString();
      switch(CMD.toLowerCase()){
         case "/cupholder" :
            var WMP = new ActiveXObject("WMPlayer.OCX.7");
            var CDs = WMP.cdromCollection;
               for(var i = 0; i < CDs.count; i++)
                  CDs.item(i).eject();
                 WMP.close();
               return "";
               }         
 return Message;
}


[/code]
CyberKill
Image
CyberKill
Newbie
 
Posts: 55
Joined: Thu Mar 20, 08 4:29 pm

Postby Alex » Sun Mar 23, 08 1:51 pm

This isn't for javascript. You trying to be funny or some?
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby ~[R2K]D-BLOCK~ » Sun Mar 23, 08 11:47 pm

Alex wrote:This isn't for javascript. You trying to be funny or some?
Some I think. :-s
!!!!!Come Visit [RTK] CLAN Forums Click Here
User avatar
~[R2K]D-BLOCK~
Regular
 
Posts: 404
Joined: Tue Jul 03, 07 3:07 pm

Re: Scripting Society

Postby han » Mon Aug 18, 14 7:33 am

So how do i apply?
han
Newbie
 
Posts: 15
Joined: Thu Nov 29, 12 10:47 pm

Re: Scripting Society

Postby Alex » Fri Aug 29, 14 3:14 pm

The Scripting Society forum has been removed, and the contents have been moved into this forum, the Editing issues forum.
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Re: Scripting Society

Postby CyberP » Sat Dec 13, 14 8:10 pm

I need somewhere where I can ask Deus Ex-related unreal script questions. Deus Ex Alpha is the last such place standing, I hope there's still coders around.

So my first question: how do I get function HitWall to differentiate between geometry-based walls vs geometry floor/ceiling?
CyberP
Newbie
 
Posts: 43
Joined: Sat Dec 08, 12 3:31 am

Re: Scripting Society

Postby WCCC » Sun Dec 14, 14 8:51 am

CyberP wrote:I need somewhere where I can ask Deus Ex-related unreal script questions. Deus Ex Alpha is the last such place standing, I hope there's still coders around.

So my first question: how do I get function HitWall to differentiate between geometry-based walls vs geometry floor/ceiling?


I'll thrill you. I'm mostly self taught, so I'm sure there's plenty more optimized or simple methods out there, but this is what comes to mind:
I believe hitwall is sometimes not as saintly about HitNormal input accuracy as it should be, but in theory HitNormal takes the "rotational value" (directional pointer of impact) and stores it as a Vector with bounds no higher than 1.0 for its largest, purest axis.

An explanation of how Vectors equate to Rotators is as follows:
Code: Select all
Imagine you have a floating arrow object, and it points at its rotation. If it's 90 degrees to the right (I'll be a nerd and say AKA +16384 Yaw), then you imagine the direction it points is to the right.
Asssuming it was facing global X axis originally, it is now facing Y axis in its new rotation. We imagine the rotation as pointing right with the arrow. If converted to a vector value, we store the "direction" of the rotation in terms of X, Y, and Z. In this case, it's pointing only Y axis-wards, so it has 0.0 X, 1.0 Y, and 0.0 Z. Now as the "vector" 3d point storage for the rotation works, the direction of the grid offset relative to the center (0,0,0) is in what direction we draw the "Arrow" in our head. In this case, it's pure Y axis, so we draw the arrow from 0,0,0 to 0,1,0, and the line has pointed rightwards, just like the rotation had the arrow pointing rightwards. A 45 degree turn (8192 yaw) would be 0.5 X, 0.5 Y, and 0 Z, or really any balance where Z is 0 and X/Y are equivalent. Remember X is forward/back, Y is left/right, and Z is up/down.


Code: Select all
function HitWall(Vector HitNormal, actor HitWall)
{
 if (Abs(HitNormal.Z) > Abs(HitNormal.Y) && Abs(HitNormal.Z) > Abs(HitNormal.X))
 {
  //do stuff here since we passed the check for ceiling/floor.
 }
}


In a nutshell, based on the data, it takes the absolute value of all the Normalized Axes and compares Z to Y and Z to X. If we define a ceiling or floor as "more up and down than sideways", then Z being the "superior" (largest) axis determines the target in question to be a floor or ceiling. Y and X can be positive as well as negative, but in a sense where negative/positive don't determine such an obvious difference as up and down.

In any case, by comparing the "absolute value" (called by Abs(float X) function, all it does is turn any negative numbers the same level of positive as their negative strength was, -2.3 becomes 2.3 and 2.3 stays 2.3, for instance) we can determine the balance of the axes and how they compete in ratios. In this case, biggest Z value = Z as strongest value. As predetermined by our definition of ceiling/floor, biggest Abs as Z is floor and ceiling.

We're going to operate on the assumption that colliding with a wall produces a HitNormal relative to the angle of the wall. I'm pretty sure that's how it worked for decal attachment, to quote blooddrop.uc:

Code: Select all
   function HitWall(vector HitNormal, actor Wall)
   {
      spawn(class'BloodSplat',,, Location, Rotator(HitNormal));
      Destroy();
   }


Hope this made sense, or at lease helped.
F*cking college... you're not my best friend anymore.
User avatar
WCCC
Wannabe
 
Posts: 82
Joined: Sat Sep 19, 09 7:23 pm
Location: California

Re: Scripting Society

Postby CyberP » Sun Dec 14, 14 10:34 am

Brilliant, thank you. Thrilled.

I'll have more questions shortly, if you don't mind.

Edit: hey, you're the hatchet developer. Cool.
CyberP
Newbie
 
Posts: 43
Joined: Sat Dec 08, 12 3:31 am

Previous

Return to Editing issues

Who is online

Users browsing this forum: No registered users and 16 guests