Search found 233 matches

by LannFyre
Tue Feb 27, 2018 11:34 pm
Forum: Coding, Scripting
Topic: Menu tutorials?
Replies: 1
Views: 510

Menu tutorials?

Are the any tutorials I could look at that could help me understand ShowMenu(), how menu systems work, and how to set up my own menu system? Also bonus points for any HUD tutorials. I'd like to make a menu system that can be pulled up when the player does an input, and I want to use my own byte valu...
by LannFyre
Mon Feb 26, 2018 10:09 pm
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 6
Views: 975

Re: Making a ScriptedPawn move (via Player input)

EDIT, REPOST: Edited the code some more and I have it working very similarly to how the stock playerpawn moves, MoveTo(), SetMovementPhysics, Acceleration, Velocity, AccelRate, and bIsWalking were important for this. 0k3AOe5r3f8 ActivePuppet.ControlMove(DeltaTime, aForward, aStrafe, aUp, bUp, bDown,...
by LannFyre
Mon Feb 26, 2018 3:52 am
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 6
Views: 975

Re: Making a ScriptedPawn move (via Player input)

I decided this would be a decent practice in trying to get a better understanding of how Acceleration and Velocity work, so I kept up trying to figure out how the two work. This is working code so far in that my guy still slides around, but faster than the regular player pawn and while his velocity ...
by LannFyre
Wed Feb 21, 2018 1:08 pm
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 6
Views: 975

Re: Making a ScriptedPawn move (via Player input)

I would like for my ScriptedPawn to move like a player, so pressing a move button would make them move in that direction. An idea I had was project a move checkpoint actor, or do something like what CheckWaterJump() or whatever it is called does which would be project a checkpoint set of coordinates...
by LannFyre
Tue Feb 20, 2018 10:51 pm
Forum: Coding, Scripting
Topic: Making a ScriptedPawn move (via Player input)
Replies: 6
Views: 975

Making a ScriptedPawn move (via Player input)

I've made a ScriptedPawn that can be passed player input (RPG_Puppet) from a now arbitrary player class (PlayerPawn -> RPG_Controller). I use a function call in RPG_Controller: event PlayerInput( float DeltaTime ) { [...] ActivePuppet.ControlMove(DeltaTime, aForward, aStrafe, aUp, bUp, bDown, bLeft,...
by LannFyre
Mon Feb 12, 2018 10:56 pm
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4199

Re: [UGold227i] RPGdev

New video, I've spent far too much time getting these sprites done, next video is all code and traps.
by LannFyre
Thu Dec 07, 2017 2:43 am
Forum: Coding, Scripting
Topic: [12/6/17]: UnrealScript Info Dump
Replies: 15
Views: 5608

[12/6/17]: UnrealScript Info Dump

Added some lighting and map stuff, also refreshed the link. Plus some other stuff, not sure atm.
by LannFyre
Sun Nov 05, 2017 7:25 pm
Forum: Misc | Off-Topic
Topic: CTF-Face ][-][
Replies: 10
Views: 1470

Re: CTF-Face ][-][

A very nice looking screenshot with a sexy skybox, but why spam multiple posts for individual maps (this one only as a screenshot)? Why not make a "my maps progress" topic?
by LannFyre
Sun Oct 29, 2017 2:08 am
Forum: Misc | Off-Topic
Topic: Doom Platformer Mod :O
Replies: 0
Views: 215

Doom Platformer Mod :O



Saw this and thought it looked cool. It is a mod of Doom (2?) and it uses custom sprites to make the game play as if it is Contra. It actually looks pretty fun.
by LannFyre
Wed Oct 25, 2017 3:14 am
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4199

Re: [UGold227i] RPGdev

First up, new video showing the walking sprites I've drawn. They look rough as hell but I've also never really frame-by-frame animated before so take it for what it's worth. B_PDNpagSGo frJRKWEKTZk So if you apply a zone portal and set a reflective surface near it, the move a sprite around near the ...
by LannFyre
Sun Oct 15, 2017 1:44 am
Forum: Mapping
Topic: BunnyTrack.net BT Mapping Contest coming soon (€200+ prizes)
Replies: 16
Views: 1918

Re: BunnyTrack.net BT Mapping Contest coming soon (€200+ pri

I decided against making a Chaos UT map as I never actually played it, but I have a ton of ideas for this type of map. Count me in, any mods I need installed or will this be compatible for Vanilla?
by LannFyre
Fri Oct 06, 2017 1:01 am
Forum: General Discussions
Topic: 3D model/animation: where should I look?
Replies: 11
Views: 1605

3D model/animation: where should I look?

9zOcWxkpBLQ I really want to make a 3D robot model like the one in the above video and I will at some point need to model 3D weapons and give them animations for attacks. I am still doing the 2D sprite thing, but where should I look? What programs should I use for modeling, animating, and texturing...
by LannFyre
Sun Oct 01, 2017 11:41 pm
Forum: General Discussions
Topic: BeyondUnreal wiki has been offline for several days
Replies: 8
Views: 1155

Re: BeyondUnreal wiki has been offline for several days

It appears to be up for me. That being said, if you run into this issue again, use archive.org and you can find most if not all pages.
by LannFyre
Wed Sep 27, 2017 12:17 pm
Forum: Misc | Off-Topic
Topic: Last Post Standing, the sequel
Replies: 1250
Views: 159899

Re: Last Post Standing, the sequel

I WANT TO RIP AND TEAR THE INSTRUMENTS OUT OF THIS SONG SO BAD AND PUT THEM INTO SCHISMTRACKER gKHOiTE_2sM Also next person to post is really fat. I mean really, really fat. Like mom is worried they are that fat. Like if they backed up into a tunnel, they'd block it and risk being kicked by small ch...
by LannFyre
Sat Sep 16, 2017 10:26 am
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4199

Re: [UGold227i] RPGdev

https://i.imgur.com/UnX2Nqr.gif Here is a walk animation. SUCK IT, 3D ANIMATION! Now I just gotta animate walking in 4 other directions, 5 running directions, 5 jumping animations, and edit 5 standing frames. Thought of using the old stick figure animation program Pivot for skeletal animations, but...