Search found 69 matches

by OwYeaW
Fri Dec 06, 2019 10:00 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

i just started doing the (non dynamic) array struct method and of course ran into some mysterious issue basically im letting the server spawn an actor that creates this struct: struct TriggerStruct { var Triggers Trigger; var Texture Texture; var vector Location; }; var TriggerStruct TS[10000]; then...
by OwYeaW
Thu Dec 05, 2019 11:10 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

just tested the difference with STY_Normal and STY_Translucent; no difference in fps at all anyways, i managed to get something "playable" working now basically i made 4 meshes, each with different Z so depending on the height/width ratio of the trigger's radii they are getting the appropriate mesh ...
by OwYeaW
Thu Dec 05, 2019 8:06 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

well, i can definitely confirm that when spawning the meshes with a higher (2nd frame, fully extended) height can do big impact on fps even if eventually the meshes are drawn visually the same currently trying to find a reasonable Z scale considering functionality versus fps basically finding reason...
by OwYeaW
Thu Dec 05, 2019 6:00 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

so i found out the meshses being so tall is the cause of massive fps drops

currently not sure how to work around this but im trying :s
by OwYeaW
Mon Dec 02, 2019 5:43 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

Well with some codes to detect something to freeze and then another code to detect something to animate would be an idea. I'm thinking if a player touch Trigger32, then the box would freeze until after certain amount of time or until a TriggerHit11 was shot by a gun. That sounds close enough? im so...
by OwYeaW
Mon Dec 02, 2019 9:54 am
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

i just tested the functionality in several maps now and got huge fps drops when theres multiple cylinders spawned the fps drops seem to happen because of the cylinder being in an animation the fps drops are gone when i let the cylinders be spawned without an AnimSequence or AnimSequence=Still is the...
by OwYeaW
Sun Dec 01, 2019 6:47 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

how are these calculations done to check if an Actor is behind you or not? maybe i can hack into that? EDIT: good stuff FeraliDragon, i got it working, its also working properly online when moving: https://streamable.com/hisxl this is the Actor class: //==============================================...
by OwYeaW
Sun Dec 01, 2019 5:32 am
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

thank you Feralidragon for the explanation and example it took me a while to get the mesh properly imported in UT, i kind of spent my whole night on this lol but eventually i got something now: https://streamable.com/xzq4a didnt do uv wrapping yet, im using blender for the first time (the .u3d expor...
by OwYeaW
Wed Nov 27, 2019 1:07 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

awesome, thats brilliant Feralidragon so i guess im going for a cylinder mesh with 16 sides, probably textured and translucent sadly i dont have 3dmax anymore so i might need someone else to make this for me, unless theres some easy and quick way to create this model? also Feralidragon; is there som...
by OwYeaW
Tue Nov 26, 2019 3:10 am
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

lines cannot be drawn on the screen Yes, they can! Just use Bresenham's line algorithm and single pixel textures. (See the bottom of this post for an easier way!) You may also want to use an ellipse drawing algorithm. You'd have to find the center of the trigger, using a perspective transform. Same...
by OwYeaW
Sat Nov 23, 2019 11:11 am
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 34
Views: 1615

Re: in-game radii view for triggers

2 years later, does anyone know if drawing a wireframe cylinder with an actor's collision dimensions is possible like in this image:
Image

should be possible in some way right? via the HUD yea?
by OwYeaW
Fri Nov 22, 2019 2:00 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 42
Views: 2503

Re: What feature do we want to see in UnrealED2?

no idea if this issue is only on my side; when i have a viewport with more than (rough guess) 1280 pixels in height every actor thats displayed as a sprite will become invisible
by OwYeaW
Fri Nov 08, 2019 9:31 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 42
Views: 2503

Re: What feature do we want to see in UnrealED2?

when rotating a mover in ued, let the keypoints be rotated as well
by OwYeaW
Fri Aug 24, 2018 9:52 pm
Forum: Coding, Scripting
Topic: Portalgun
Replies: 3
Views: 614

Re: Portalgun

OjitroC wrote:
OwYeaW wrote: ... if you like to try the portalgun, heres a download link
I thought I would just try this out and so tried summoning it in-game; however I got an error message 'Can't find SkeletalMesh BTPortalGun_beta_v1.v_portalgun'.
did you try "summon btportalgun_beta_v1.portalgun"?
by OwYeaW
Fri Aug 24, 2018 7:56 pm
Forum: Coding, Scripting
Topic: Portalgun
Replies: 3
Views: 614

Portalgun

yo, about 6 months ago i stopped working on this (almost finished) Portalgun, now id like to pick it up again and finish it. this is the first weapon that ive created in UT, ive learned a lot while making it and eventually got most of the functionality working, but got stuck at a few minor bugs whic...