Search found 233 matches

by LannFyre
Sat Jun 03, 2017 4:32 pm
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4195

Re: [UGold] Working sprites

I'm not sure if you are asking if the texture can be colored, but if you are then yes. You can use display->ActorRenderColor. I've also noticed that bNoSmooth really has no effect on these sprites. Also the sprite can either be lit or unlit. SpriteProjForward can be adjusted so the sprite isn't cons...
by LannFyre
Fri Jun 02, 2017 8:11 pm
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4195

Re: [UGold] Working sprites

With what Higor has written so far, I've added some additional actors and object to get fully working sprite animations on (potentially) any actor. > SpriteActor: Actor that SAM gives an index number (0-7) and grabs textures from an associated SpriteSheet. > SpriteSheet: Serves as a bitmap library f...
by LannFyre
Sat May 27, 2017 4:39 am
Forum: Coding, Scripting
Topic: Grab array in actor, two different actors
Replies: 4
Views: 686

Re: Grab array in actor, two different actors

Dynamic arrays are not supported in UnrealScript 1, they are only exposable. Could you elaborate a bit? I've managed to insert up to 8 textures into at least one of those slots before (sprites[0].walk[0-7]) and created more than one array of sprites (sprites[0-7]) and in each of those stored a set ...
by LannFyre
Fri May 26, 2017 11:26 pm
Forum: Coding, Scripting
Topic: Grab array in actor, two different actors
Replies: 4
Views: 686

Grab array in actor, two different actors

I have two actors that both have arrays that, if inserted, have 4 elements: struct Animations { var array<BitMap> Stand; var array<BitMap> Walk; var array<BitMap> Jump; var array<BitMap> Run; }; var private array<Animations> Sprites; And they are in two actors (DummyAnimActor,RPG_PlatformPawn), the ...
by LannFyre
Mon Jan 09, 2017 10:00 pm
Forum: Misc | Off-Topic
Topic: [UGold227i] RPGdev
Replies: 22
Views: 4195

[UGold227i] RPGdev

And the saga of questions regarding rotation come to a head:

[Solved] Dual-Actor rotation comparison math:
viewtopic.php?f=15&t=11736&start=0

Actor rotation (value clamping):
viewtopic.php?f=15&t=11730

by LannFyre
Mon Jan 09, 2017 9:31 pm
Forum: Coding, Scripting
Topic: Actor rotation (value clamping)
Replies: 9
Views: 2355

Re: Actor rotation (value clamping)

Higor got back to me on this one and gave me an understanding of how bit shifting works, so I'm gonna post the solution then his message. final function int AdjustDirIndex(Actor sAnimated, RPG_Camera Camera, out int AnimDir) { local Rotator R1,R2; R1 = sAnimated.Rotation; // Grab actor rotation R2 =...
by LannFyre
Wed Dec 28, 2016 8:34 am
Forum: General Discussions
Topic: THE FIERD BUNNYTRACK MOVIE 2016
Replies: 7
Views: 1971

Re: THE FIERD BUNNYTRACK MOVIE 2016

Christ this makes my dodging feel inadequate.

... Someone come frag with me now, send me a PM because I need to improve some dodge strafing. >:3
by LannFyre
Wed Dec 28, 2016 8:06 am
Forum: Misc | Off-Topic
Topic: My Christmas gift!
Replies: 6
Views: 1020

Re: My Christmas gift!

"Dodge strafing isn't enough," Dante thought, his Eightball light in its usual munitions report, "I need to launch some sort of teleport pad underneath that Priest and-." He didn't have time to finish the thought before a Skaarj fell upon him, claws extended and thrust to meet with his upper spine, ...
by LannFyre
Wed Dec 28, 2016 5:09 am
Forum: Coding, Scripting
Topic: Actor rotation (value clamping)
Replies: 9
Views: 2355

Re: Actor rotation (value clamping)

So originally I had implemented your changes which seemed to have worked... Except for when I stand my camera directly in front of my pawn. Now I get an issue where if I am in front of the pawn and the pawn is looking toward the camera, I get a result of 0 instead of between 1-8 for a sprite index (...
by LannFyre
Sun Dec 18, 2016 1:07 am
Forum: Coding, Scripting
Topic: Actor rotation (value clamping)
Replies: 9
Views: 2355

Re: Actor rotation (value clamping)

Barbie, I have another question. I am using a pawn's rotation to determine what sprite they should get, but when my pawn reaches a certain rotation value, I begin having errors. Is there a way to restrict a pawn's rotation value (or at least calculate it as if it was) only between 0 and 65536? I sta...
by LannFyre
Sun Dec 11, 2016 11:25 pm
Forum: Misc | Off-Topic
Topic: Wanna frag?
Replies: 5
Views: 1625

Re: Wanna frag?

PM me details, I'm in North America (Arizona) so it would really be on your schedule when and where. I'm LannFyre on Discord.
by LannFyre
Thu Dec 08, 2016 10:20 am
Forum: Misc | Off-Topic
Topic: Wanna frag?
Replies: 5
Views: 1625

Wanna frag?

Anyone want to do some Deathmatch or something some time? I don't really have a dedicated server I go to and need some killings.
by LannFyre
Thu Dec 08, 2016 10:18 am
Forum: Tools and Programs
Topic: Custom announcer sounds?
Replies: 2
Views: 797

Re: Custom announcer sounds?

You'd have to export sound files, cut them up in like Audacity or some other audio editor, put them back together in a usable audio format for UT, and reimport them. I think you'd need to do some scripting to get it to work though, probably with a mutator.
by LannFyre
Thu Dec 08, 2016 10:15 am
Forum: General Discussions
Topic: What mouse do you use?
Replies: 16
Views: 3312

Re: What mouse do you use?

A mouse I bought for $5 from a local donation store (Salvation Army kind of place called Savers). I used to use a Razer Naga and this one I can't remember the name of that had modular metallic parts (weights, batteries, etc) but it was overly extravagant. I don't know the name of the brand of mouse ...
by LannFyre
Tue Nov 22, 2016 7:58 am
Forum: Coding, Scripting
Topic: [Solved] Dual-Actor rotation comparison math
Replies: 16
Views: 4094

Re: [Solved] Dual-Actor rotation comparison math

//============================================================================ This should work as a good example for checking the positions between two Actors and comparing rotations. event Tick( float DeltaTime) { local [CAMERA] LocalCam; local [ACTOR] TargetActor; local Vector V, X, Y, Z; local r...