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Normal Topic Need some UE2 Coder's Help (Read 559 times)
Rodion Kuzevanov
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Need some UE2 Coder's Help
Jun 10th, 2019 at 4:53pm
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If UT2004 posts are not compatible with OldUnreal forums rules, then please just warn me about writing that post.

That's a post about UT2004. I posted it here, because UT2004 forums are pretty dead or it's very hard to find active forums of this game now. And the second reason, I think that U2 and UT2004 engines are similar between them.

The main reason why I wrote that post is - I need a help from a UE2 coder. I tried to learn UScript myself and read the tutorials, but I can't understand it, because I'm art-oriented person more.

I don't know how to write Custom Species(for Custom Characters) and assigning custom sounds for them, the structure of those things looks like a hard-understandable mess.

If you are experienced UE2 coder and can do that, then please help me if you can.
(I'm UT2004 skinmaker(model-importer), if you are interested in that info).
  
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Re: Need some UE2 Coder's Help
Reply #1 - Jun 11th, 2019 at 7:06am
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Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):

  • Create a code package that you name as <MyCharacterName>Mod (in this example let's name it SkaarjGod, so SkaarjGodMod). Read how it's done here: https://wiki.beyondunreal.com/Legacy:Compiling_With_UCC
  • Within that package you need to create a PlayerRecordClass that you name after the character (SkaarjGodMod/Classes/SkaarjGod.uc), with following code:
    Code
    Select All
    class SkaarjGod extends PlayerRecordClass;
    
    defaultproperties
    {
    	Species=Class'SkaarjGodSpecies'
    	MeshName="SkaarjGod_rc.SkaarjGM"
    	BodySkinName="SkaarjGod_rc.SkaarjSkin"
    	FaceSkinName="SkaarjGod_rc.SkaarjFace"
    	Portrait=Texture'SkaarjGod_rc.JSkaarjPotrait'
    	TextName="Some Skaarj God?"
    	VoiceClassName="SkaarjGodMod.SkaarjGodVoice"
    	Sex="Male"
    	Menu="Skaarj God"
    } 
    
    
  • Then a new Species:
    Code
    Select All
    class SkaarjGodSpecies extends SPECIESSkaarj;
    
    defaultproperties
    {
    	SpeciesName="GOD Species"
    	MaleSoundGroup="SkaarjGodMod.SkaarjGodSound"
    } 
    
    
  • New SoundGroup:
    Code
    Select All
    class SkaarjGodSound extends xAlienMaleSoundGroup;
    
    defaultproperties
    {
    	DeathSounds=() // Empty array
    	DeathSounds(0)=Sound'SkaarjGod_rc.SkaarjDeathSnd'
    	PainSounds=() // Empty array
    	PainSounds(0)=Sound'SkaarjGod_rc.SkaarjPainSnd'
    } 
    
    
  • New voice pack (if you desire):
    Code
    Select All
    class SkaarjGodVoice extends AlienMaleVoice;
    
    defaultproperties
    {
    	TauntSound(0)=Sound'SkaarjGod_rc.SkTaunt1'
    	TauntString(0)="Gurgle"
    	TauntSound(1)=Sound'SkaarjGod_rc.SkTaunt2'
    	TauntString(1)="More Gurgle"
    } 
    
    

In this example I suggested to put all code files inside the SkaarjGodMod package, then all sounds/textures/models inside SkaarjGod_rc package which you can save as a single animation package.

That is the short version of it.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Rodion Kuzevanov
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Re: Need some UE2 Coder's Help
Reply #2 - Jun 11th, 2019 at 1:39pm
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.:..: wrote on Jun 11th, 2019 at 7:06am:
Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):

That is the short version of it.

Thank you very much, everything works fine! But the only problem is - sounds are too quiet. What I should to do for fixing that?
  
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Re: Need some UE2 Coder's Help
Reply #3 - Jun 11th, 2019 at 3:24pm
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Well primarily you should upper the volume of the sound files.

But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:
Code
Select All
static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
	P.TransientSoundVolume = 1;
	return Super.Setup(P,rec);
} 

  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Rodion Kuzevanov
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Re: Need some UE2 Coder's Help
Reply #4 - Jun 11th, 2019 at 6:46pm
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.:..: wrote on Jun 11th, 2019 at 3:24pm:
Well primarily you should upper the volume of the sound files.

But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:
Code
Select All
static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
	P.TransientSoundVolume = 1;
	return Super.Setup(P,rec);
} 


So, I chose the code, and I say: Maybe the sounds of armor hits or double damage are too loud, but it's way better than "sounds like nothing" or converting 31 sounds again without knowing what will be next.
Big thanks to you, the 1000 year old question "how to do custom pain/death sounds for characters?" is finally solved for everyone!
« Last Edit: Jun 13th, 2019 at 2:57pm by Rodion Kuzevanov »  
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Rodion Kuzevanov
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Re: Need some UE2 Coder's Help
Reply #5 - Aug 8th, 2019 at 10:22am
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.:..: wrote on Jun 11th, 2019 at 3:24pm:
[/code]

Can I ask you again for help please?
I wanna write a mutator which replaces Lighting Gun to custom weapon.
The difference between my custom weapon and Lighting Gun should be only visual and it should have other sounds.
The Unreal Legacy have tutorial about explosive minigun only: https://wiki.beyondunreal.com/Legacy:Weapon_Mutator_Tutorial
But I just want to make a weapon with standard statistics. I also looked here: http://greatemerald.eu/uncodex/UT2004/xweapons/sniperrifle.html

I really don't know what is should be the first step.

Edit: Oh, wait, it seems I understood the system. The first thing which I'll try to do - I just will make gun with LG mesh, but with another sounds.

« Last Edit: Aug 8th, 2019 at 3:44pm by Rodion Kuzevanov »  
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Re: Need some UE2 Coder's Help
Reply #6 - Aug 10th, 2019 at 6:32am
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Rodion Kuzevanov
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Re: Need some UE2 Coder's Help
Reply #7 - Aug 10th, 2019 at 2:16pm
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