Uskaarj Turret needs some help with a problem

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Post Reply
barnEbiss
Posts: 9
Joined: Fri Oct 18, 2002 9:59 pm
Contact:

Uskaarj Turret needs some help with a problem

Post by barnEbiss »

I found a guy to do the turret for our mod but he is have some problems with getting the turret to show up

This is his post
Ok, I'm working on making on class that will spawn two parts of a turrets, I think the code I have should work but for some reason it doesn't. Compiles fine though, but I can't see it if i place it in the editor or summon it ingame. Blocks my movement in game though. Heres what I have so far.

code:--------------------------------------------------------------------------------
class USkaarjRotTurret extends StationaryPawn;

var class<actor> BaseClass;
var class<actor> TopClass;
var actor TurretBase;
var actor TurretTop;
var float topzoffset;

event spawned()
{
local vector baselocation, toplocation;
TurretBase = spawn(BaseClass,,,,);
baselocation = TurretBase.location;
toplocation.z = topzoffset;
toplocation = baselocation+toplocation;
TurretTop = spawn(TopClass,,,toplocation,);
}

defaultproperties
{
BaseClass='Turrets.USTurretBase'
TopClass='Turrets.USTurretTop'
topzoffset=256
}
--------------------------------------------------------------------------------
it's pretty simple, spawn the base and spawn the top a set offset above it, offset I'm gonna tweak when i get it to actually show up. but for some reason it ain't workin. and i thought this was gonna be the easy part of it.

He is trying to make it spawn to meshes one for the top and one for the bottom what should he do to do this???
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Ahhh good ol trouble shooting.

1) Read the logs. Chances are if there is an issue (for example you can not spawn objects that have the bNoDelete set to true). So have him check that for errors.

2) Now put logging statements in so when he reads the log he will find out where things are. For example, he can put a log statement in the PostBeginPlay of those turret clasess to see if they are even being created.

How are the turrents getting inot the game? He he summoning then from the console? Another class? Not shure what the baseclass and topclass are so its hard to tell if the errors lie in there...
Jb
barnEbiss
Posts: 9
Joined: Fri Oct 18, 2002 9:59 pm
Contact:

Post by barnEbiss »

He is trying to place it in the editor and it is not showing up
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

oh it has to be placeable to do that...the editor logs should have an error message.

Tell him to made sure in the class statement he defines it as beeing placeable:

Code: Select all

class Decoration extends Actor
	abstract
	placeable
	native;
(note: abstract and native will not be used by him)
Jb
barnEbiss
Posts: 9
Joined: Fri Oct 18, 2002 9:59 pm
Contact:

Post by barnEbiss »

No it’s not a decoration, he was just seeing if it was showing up like the other units.
I think his main problem is he is not sure how to make a thing spawn two meshes
What is the best way to load two meshes up?
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

I used decoration as an example. You can base it off the actor or another class just make sure its placeable And I showed you how to do that. You have to spawn two objects each with its own mesh. Again the code looks good for that from what I can see.
Jb
barnEbiss
Posts: 9
Joined: Fri Oct 18, 2002 9:59 pm
Contact:

Post by barnEbiss »

Hmm still no joy :(

These are the UC files for USTurretBase and USTurretTop
See if you can see anything wrong with them that would make the turret not show up

class USTurretBase extends StationaryPawn;

#exec MESH IMPORT MESH=turretbase ANIVFILE=MODELS\turretbase_a.3d DATAFILE=MODELS\turretbase_d.3d X=0 Y=0 Z=0
#exec mesh ORIGIN MESH=turretbase X=0 Y=0 Z=160

#exec mesh SEQUENCE MESH=turretbase SEQ=All STARTFRAME=0 NUMFRAMES=30

#exec MESHMAP new MESHMAP=turretbase MESH=turretbase
#exec MESHMAP SCALE MESHMAP=turretbase X=0.1 Y=0.1 Z=0.2

#exec TEXTURE IMPORT NAME=turretb FILE=Textures\NEGturret.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=turretb FILE=Textures\NEGturret.pcx GROUP=Skins PALETTE=turretb
#exec MESHMAP SETTEXTURE MESHMAP=turretbase NUM=1 TEXTURE=turretb

defaultproperties
{
CollisionRadius=64
CollisionHeight=32
LODBias=4.0
Mesh=LodMesh'USkaarj.TurretBase'
}


class USTurretTop extends StationaryPawn;
#exec MESH IMPORT MESH=turrettop ANIVFILE=MODELS\turrettop_a.3d DATAFILE=MODELS\turrettop_d.3d X=0 Y=0 Z=0
#exec mesh ORIGIN MESH=turrettop X=0 Y=0 Z=64

#exec MESH SEQUENCE MESH=turrettop SEQ=All STARTFRAME=0 NUMFRAMES=30

#exec MESHMAP new MESHMAP=turrettop MESH=turrettop
#exec MESHMAP SCALE MESHMAP=turrettop X=0.1 Y=0.1 Z=0.2

#exec TEXTURE IMPORT NAME=turrettop FILE=Textures\NEGturret.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=turrettop FILE=Textures\NEGturret.pcx GROUP=Skins PALETTE=turrettop
#exec MESHMAP SETTEXTURE MESHMAP=turrettop NUM=1 TEXTURE=turrettop

defaultproperties
{
CollisionRadius=0
CollisionHeight=0
LODBias=4.0
Mesh=LodMesh'USkaarj.TurretTop'
}
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

is this for UT or UT2k3?
Jb
barnEbiss
Posts: 9
Joined: Fri Oct 18, 2002 9:59 pm
Contact:

Post by barnEbiss »

UT :)
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Hmmmm not sure why they wont show up for you ATM.


Do they show up in the mesh broswer???
Jb
defalc
Posts: 85
Joined: Thu Jul 25, 2002 9:38 am

Post by defalc »

Mr Evil has made turrets for UT2003. Maybe you could ask hbim for some assistance?
jeditobe1
Inactive Chaos Team Member
Posts: 2638
Joined: Mon Mar 10, 2003 11:06 pm
Location: The Dagobah System
Contact:

Post by jeditobe1 »

His were UT2003 though and used meshes that shipped with the game i think.
I make Darth Vader look like a teenage punk with a lightsaber.
LoQtUS
Posts: 2710
Joined: Mon May 06, 2002 6:30 pm
Location: Orlando FL
Contact:

Post by LoQtUS »

Besides, the Mesh import process is totaly diffrent between the two games.
The Dark Side of Chaos.
Post Reply