tag:blogger.com,1999:blog-33494931044805620162024-03-05T18:40:02.511-08:00Tegleg's UDK Stuffudk related code, tutorials, vehicles and stuff.
braught to you bySporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-3349493104480562016.post-12354056051880057092011-09-02T07:18:00.000-07:002011-09-02T08:12:05.602-07:00How to make a City for UDK with Urban Padfollow these steps to easily create a city for <a href="http://udk.com/download">UDK</a> using <a href="http://www.gamr7.com/">Urban Pad</a><br />
<br />
open urban pad<br />
<br />
1. open project on hard disk and navigate to simple city beginner, should be in documents/gamr7....<br />
2. click city, double click simple city beginner<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlEl9FhfpFZz-uGucUUxiuoziZ5m56TPyLkQYnHZIcZU1S01rLISKnhMAo-DCfpPqej7mi1dK_ZjKWWV8HAi3tKWhfMoDVFSD55ifCHMMqUaUDA9sOUF0rhgJmKWs0e-TVzhI5rWDWlnWE/s1600/1.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="290" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlEl9FhfpFZz-uGucUUxiuoziZ5m56TPyLkQYnHZIcZU1S01rLISKnhMAo-DCfpPqej7mi1dK_ZjKWWV8HAi3tKWhfMoDVFSD55ifCHMMqUaUDA9sOUF0rhgJmKWs0e-TVzhI5rWDWlnWE/s320/1.jpg" /></a></div><br />
<br />
3. click the last node and wait for it to build<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjItTuvZQPPYrm0F7BDGsNyWF2jodQVI97YLFsMe7uaAon4QjanMcbXHImWWroB5TQIkP_RsLcVHu-XgT1yko_3oXTjnK8Tv4Xhdd7DCJiVk24VCEBByITHSvBgy2BisOc8ileTZrCk-HaJ/s1600/2.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="186" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjItTuvZQPPYrm0F7BDGsNyWF2jodQVI97YLFsMe7uaAon4QjanMcbXHImWWroB5TQIkP_RsLcVHu-XgT1yko_3oXTjnK8Tv4Xhdd7DCJiVk24VCEBByITHSvBgy2BisOc8ileTZrCk-HaJ/s320/2.jpg" /></a></div><br />
when its finished building your city should look something like this<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD2lnEWu6q-pPJPQ1fXhBqvDfc3CjQCyxod_0CWxsZKsX8EJzaUm1VFuMpSz-SH8sz9j09d2lzJ81FdtoM7dXkyfBTIxT5Vx1lqQbMn4J522ryPraoWaWjBwHnzb-Uw4twvquBKZl4ctUv/s1600/3.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="134" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD2lnEWu6q-pPJPQ1fXhBqvDfc3CjQCyxod_0CWxsZKsX8EJzaUm1VFuMpSz-SH8sz9j09d2lzJ81FdtoM7dXkyfBTIxT5Vx1lqQbMn4J522ryPraoWaWjBwHnzb-Uw4twvquBKZl4ctUv/s320/3.jpg" /></a></div><br />
<br />
4. click export and use these settings<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisJLhcX-T0eaakTpq1hne8aB8Vpb5Hero1E5aY2D-aOQAW-Jj5tRmYE5aLkeIju6UBMf5PrW6dPY43ECd0hKO3HMkWyhKBsg0nf27x0WJ9LGwKc5T6DZSxa8VSqy9Ro9SWputdLRDsuBYa/s1600/4.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisJLhcX-T0eaakTpq1hne8aB8Vpb5Hero1E5aY2D-aOQAW-Jj5tRmYE5aLkeIju6UBMf5PrW6dPY43ECd0hKO3HMkWyhKBsg0nf27x0WJ9LGwKc5T6DZSxa8VSqy9Ro9SWputdLRDsuBYa/s320/4.jpg" /></a></div><br />
<br />
<br />
<br />
udk<br />
<br />
1. import<br />
2. double click each mesh and change its collision like this<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLBhFZHZcm5u4Rq_JbW50XEBAZJ23zrwLlAfyj1j-wgKywwSobxivSzls4Ni3OI0nIxbGXH3S1_NmCdKtu8hZt8Misy-2acbTe0PlR2sTbC4Z6m9OHhOaika75VWYMs1tY86a38WP0ogVz/s1600/5.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="155" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLBhFZHZcm5u4Rq_JbW50XEBAZJ23zrwLlAfyj1j-wgKywwSobxivSzls4Ni3OI0nIxbGXH3S1_NmCdKtu8hZt8Misy-2acbTe0PlR2sTbC4Z6m9OHhOaika75VWYMs1tY86a38WP0ogVz/s320/5.jpg" /></a></div><br />
<br />
3. drag all meshs into the 3d viewport<br />
4. right click a mesh, select - all static mesh actors<br />
5. press f4 to bring up the properties, click Movevment - Location and type 0 into x, y and z.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitoCnzyRUwvhwWvHasnVXv4tfRMdEHOwXBo8gX7N_gkQciakDmOQ799HdHlDEhyzGmEHdl6BhnnC9C47_PnDC9bMD3QHBkjzjk6ZqboGaouOy7zfOzOJiu5zC2cWiCRzCZilperKqRYr9x/s1600/6.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="289" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitoCnzyRUwvhwWvHasnVXv4tfRMdEHOwXBo8gX7N_gkQciakDmOQ799HdHlDEhyzGmEHdl6BhnnC9C47_PnDC9bMD3QHBkjzjk6ZqboGaouOy7zfOzOJiu5zC2cWiCRzCZilperKqRYr9x/s320/6.jpg" /></a></div><br />
<br />
<br />
save your map<br />
<br />
done!<br />
<br />
you might want to add some materials and a sky <br />
Have fun razzing round your new city<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpJA7bZjJwel0MLUWms2SJbpnk2Ujy4xwzcKNqs6HbhYLJ3epC0lzYGy3buMs0ZoStMhdDZ6B5kiQdShOYYEZzeeiIzALUNvbj49EJEV5_mvPAWgD6UYzPl2JsW7FDgrjaflxcoWqqaar/s1600/ScreenShot00006.bmp" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="240" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpJA7bZjJwel0MLUWms2SJbpnk2Ujy4xwzcKNqs6HbhYLJ3epC0lzYGy3buMs0ZoStMhdDZ6B5kiQdShOYYEZzeeiIzALUNvbj49EJEV5_mvPAWgD6UYzPl2JsW7FDgrjaflxcoWqqaar/s320/ScreenShot00006.bmp" /></a></div><br />
<br />
Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com3tag:blogger.com,1999:blog-3349493104480562016.post-28148801654134767152011-06-05T06:15:00.000-07:002011-06-05T06:19:16.658-07:00UDK Mouse Robot Style AIa very basic mouse style ai.<br />
it navigates its way round a map without using pathnodes or navmesh.<br />
it traces directly in front to see if theres anything in the way, if theres nothing it moves forward.<br />
if theres an obstruction in front, it takes a random distance left or right and does another trace. if theres an obstruction it does it again, if not it moves there.<br />
<br />
<a href="http://www.youtube.com/watch?v=kzm6IZtx-E8" "taget=_blank">heres a vid</a><br />
<br />
heres the code<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class AIMouse extends GameAIController;
var Vector MyTarget;
var vector InFront;
var vector X,Y,Z;
var vector HitLoc, HitNormal;
var Actor HitActor;
simulated event PostBeginPlay()
{
super.PostBeginPlay();
//start the brain going at 1 second intervals
SetTimer(1.0, true, 'BrainTimer');
}
function BrainTimer()
{
GetAxes(Pawn.Rotation, X,Y,Z);
InFront = Pawn.Location + 200 * X;
//trace in front
HitActor = Trace(HitLoc, HitNormal, InFront, Pawn.Location);
//DrawDebugSphere( HitLoc, 30, 10, 0, 255, 0 );
if (HitActor != None) //theres something in front
{
//trace randomly left or right
TraceRandom();
}
else //theres nothing in front
{
//move forward
MyTarget = InFront;
GoToState('MoveAbout');
}
}
function TraceRandom()
{
local int LeftRight;
//make a random number
LeftRight = Rand(200) - Rand(200);
GetAxes(Pawn.Rotation, X,Y,Z);
InFront = Pawn.Location + LeftRight * Y;
//do another trace to a random location left or right
HitActor = Trace(HitLoc, HitNormal, InFront, Pawn.Location);
DrawDebugSphere( HitLoc, 30, 10, 255, 0, 0 );
if (HitActor != None) //if we trace something
{
Return;
}
else //if we trace nothing
{
//move there
MyTarget = InFront;
GoToState('MoveAbout');
}
}
state MoveAbout
{
Begin:
MoveTo(MyTarget);
}
defaultproperties
{
}
</pre>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com0tag:blogger.com,1999:blog-3349493104480562016.post-50058952225150701892011-06-03T03:50:00.001-07:002011-06-03T03:53:55.144-07:00udk ai, random movement, follow playerheres a udk ai that moves around randomly unless the player is close, then it will follow.<br />
<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class AIRandom2 extends GameAIController;
//declaring variables here means
//they may be used throughout this script
var Vector MyTarget;
//at the start of the level
simulated event PostBeginPlay()
{
super.PostBeginPlay();
//start the brain going at half second intervals
SetTimer(0.5, true, 'BrainTimer');
}
function BrainTimer()
{
//local variables are only used in this function
local Pawn P;
local float Distance;
//check if theres another pawn, the pawn belongning to this controller isnt counted
foreach WorldInfo.AllPawns(class'Pawn', P)
{
if (P != None) //if there is one
{
//get the distance
Distance = VSize2D(Pawn.Location - P.Location);
//if its closer than 500
if (Distance <= 500)
{
//make its location MyTarget
MyTarget = P.Location;
//so it doesnt fly up n down
MyTarget.Z = P.Location.Z;
//MoveTo the pawn
GoToState('MoveAbout');
}
else //if its too far away
{
//do whats in the function called MoveRandom()
MoveRandom();
}
}
else //if there isnt another pawn
{
//call the function MoveRandom()
MoveRandom();
}
}
}
function MoveRandom()
{
local int OffsetX;
local int OffsetY;
//make a random number
OffsetX = Rand(500)-Rand(500);
OffsetY = Rand(500)-Rand(500);
//some distance left or right and some distance in front or behind
MyTarget.X = Pawn.Location.X + OffsetX;
MyTarget.Y = Pawn.Location.Y + OffsetY;
//so it doesnt fly up n down
MyTarget.Z = Pawn.Location.Z;
//move to the random location
GoToState('MoveAbout');
}
state MoveAbout
{
Begin:
//MoveTo makes it move to a location (vector)
MoveTo(MyTarget);
}
defaultproperties
{
}
</pre>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com0tag:blogger.com,1999:blog-3349493104480562016.post-41121616694131463182011-06-03T03:48:00.000-07:002011-06-03T03:54:22.818-07:00udk random movement ai codeheres an ai that moves around randomly<br />
<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class RandomAI extends GameAIController;
var Vector MyTarget;
simulated event PostBeginPlay()
{
super.PostBeginPlay();
//start the brain going at half second intervals
SetTimer(0.5, true, 'BrainTimer');
}
function BrainTimer()
{
local int OffsetX;
local int OffsetY;
//make a random offset, some distance away
OffsetX = Rand(500)-Rand(500);
OffsetY = Rand(500)-Rand(500);
//some distance left or right and some distance in front or behind
MyTarget.X = Pawn.Location.X + OffsetX;
MyTarget.Y = Pawn.Location.Y + OffsetY;
//so it doesnt fly up n down
MyTarget.Z = Pawn.Location.Z;
GoToState('MoveAbout');
}
state MoveAbout
{
Begin:
MoveTo(MyTarget);
}
defaultproperties
{
}</pre>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com0tag:blogger.com,1999:blog-3349493104480562016.post-27898257984856722232011-03-24T12:40:00.000-07:002011-03-24T12:52:12.709-07:00UDK Real 3D Menu Without ScaleformHeres this then.<br />
A menu made from in game 3D models.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://forums.epicgames.com/attachment.php?attachmentid=1267&stc=1&d=1300995913" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="384" width="512" src="http://forums.epicgames.com/attachment.php?attachmentid=1267&stc=1&d=1300995913" /></a></div><br />
<br />
The code below is for 2 types of 'button'.<br />
1. TegButton_Actor.uc - this one has an OK button <br />
2. TegButton_Ok - this is the ok button. can be used if you dont need an ok.<br />
<br />
just change the StaticMesh in DefaultProperties to use your own.<br />
<br />
<a href="http://www.youtube.com/watch?v=DNvT2SjkBqA" Target="Blank">Vid Here</a><br />
<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class TegButton_Actor extends Actor
placeable;
var() const editconst LightEnvironmentComponent LightEnvironment;
var() string Command;
auto state MenuActive
{
event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<damagetype> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
local TegButton_Ok OkButon;
local vector L;
super.TakeDamage(DamageAmount,EventInstigator, HitLocation,Momentum,DamageType,HitInfo,DamageCauser);
L=Location;
L.Z=Location.Z + 100;
//when taking damage, spawn an ok button and give it a console command
OkButon = Spawn(class'TegButton_Ok',,,L, Rotation);
OkButon.Command = Command;
}
}
DefaultProperties
{
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
bEnabled=TRUE
End Object
LightEnvironment=MyLightEnvironment
Components.Add(MyLightEnvironment)
begin object class=StaticMeshComponent Name=BaseMesh
// change this staticmesh to your own 'button' model
StaticMesh=StaticMesh'EngineMeshes.Cube'
//LightEnvironment=MyLightEnvironment
end object
Components.Add(BaseMesh)
CollisionComponent=BaseMesh
bCollideActors=true
bBlockActors=true
//default console command
Command="quit"
}
</pre><br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class TegButton_Ok extends Actor
placeable;
var() const editconst LightEnvironmentComponent LightEnvironment;
var() string Command;
auto state MenuActive
{
event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<damagetype> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
local PlayerController PC;
super.TakeDamage(DamageAmount,EventInstigator, HitLocation,Momentum,DamageType,HitInfo,DamageCauser);
//on TakeDamage tell all the players the console command
foreach WorldInfo.AllControllers(class'PlayerController', PC)
{
PC.ConsoleCommand(Command);
}
}
}
DefaultProperties
{
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
bEnabled=TRUE
End Object
LightEnvironment=MyLightEnvironment
Components.Add(MyLightEnvironment)
begin object class=StaticMeshComponent Name=BaseMesh
StaticMesh=StaticMesh'EngineMeshes.Cube'
//LightEnvironment=MyLightEnvironment
end object
Components.Add(BaseMesh)
CollisionComponent=BaseMesh
bCollideActors=true
bBlockActors=true
}
</pre>based on <a href="http://www.moug-portfolio.info/index.php?page=damage-dealing" Target="Blank">Mougli</a>'s SandboxSpinningBoxSporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com3tag:blogger.com,1999:blog-3349493104480562016.post-66959619180565139052011-03-24T07:07:00.000-07:002011-03-24T14:53:49.146-07:00UDK Mobile Plug & Play CarName: VHm_Escort<br />
Type: Package and scripts<br />
Category: Vehicles<br />
UDK version: March. 2011 (Mobile) and newer<br />
Author: Tegleg Records<br />
Many thanks to: moot<br />
Model comes from <a href="http://sketchup.google.com/3dwarehouse/details?mid=139df45393b6847838805e546aa28d99&prevstart=12" Target="Blank">Google Warehouse</a><br />
<br />
<a href="http://dl.dropbox.com/u/4685265/TeglegMobileVehicle.zip">Download Here</a><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggPuG8gzz-QWuOMAU984FPQA1xxYMnImqgy01S-H8g_7_IGwM_uV6e2nmslcvi-AJMdGXa4_0t2fycY0N8-IQkOg0Ly9GVY0JAAIv4UxG8u30FauqdBBirwSikHvxo1sZim4-hV-9vD8VZ/s1600/ScreenShot00001.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="214" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggPuG8gzz-QWuOMAU984FPQA1xxYMnImqgy01S-H8g_7_IGwM_uV6e2nmslcvi-AJMdGXa4_0t2fycY0N8-IQkOg0Ly9GVY0JAAIv4UxG8u30FauqdBBirwSikHvxo1sZim4-hV-9vD8VZ/s320/ScreenShot00001.jpg" /></a></div>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com1tag:blogger.com,1999:blog-3349493104480562016.post-40436730858226187172011-03-24T07:04:00.000-07:002011-03-24T14:52:03.238-07:00UDK Plug & Play Car with Weaponheres a big vehicle for you to play with. For NOVEMBER UDK and newer.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsJqCPbqI94O5dX8R1uABPT4mH8czws8RSiWCfslLsEiqUsJqmg6EDuS41tRprA6CH_ZTxcoArk6i9_fENWF_F1bRyGfByJG27gI9pdbWWQEc_E5sFEjWoeZjp04qabYAH86T9ZWmct9z1/s1600/ScreenShot00004.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="240" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsJqCPbqI94O5dX8R1uABPT4mH8czws8RSiWCfslLsEiqUsJqmg6EDuS41tRprA6CH_ZTxcoArk6i9_fENWF_F1bRyGfByJG27gI9pdbWWQEc_E5sFEjWoeZjp04qabYAH86T9ZWmct9z1/s320/ScreenShot00004.jpg" /></a></div><br />
<br />
<br />
contains Original Version and LookSteer Version<br />
<a href="http://dl.dropbox.com/u/4685265/Tegleg_VH_Fire.zip">Download Here</a><br />
<br />
it has:<br />
* rotating turret that fires the manta weapon.<br />
* 6 camera modes, with rear view function. Static cam when first enter vehicle.<br />
* nicely ballanced with slippery tyres for drifting<br />
* its fast <br />
<br />
comes with the 3ds max model file so you can make your own vehicle. the model is a terrible 'placeholder', im no modeler :s<br />
open it up in max, delete the mesh, add your own, skin the bones. (look for geodav tutorials if you dont know what im talking about)<br />
<br />
HOW TO INSTALL:<br />
<br />
place the files from the zip in your udk instalation folder.<br />
the zip is arranged in folders to make it easy for you.<br />
<br />
Development/Src/UTGame/Classes - Script Files.<br />
Development/Src/UTGameContant/Classes - More Script Files. (wont work for udk versions older than august)<br />
<br />
UDKGame/Content/Vehicles - the vehicle package (wont work for udk versions older than november)<br />
<br />
Important:<br />
add these lines to DefaultInput.ini for the camera control.<br />
add to the bottom of ; Primary default bindings section<br />
UDKGame/Config/DefaultInput.ini <br />
<br />
.Bindings=(Name="R",Command="GBA_LookBack | OnRelease GBA_NotLookBack")<br />
.Bindings=(Name="V",Command="GBA_Camchange")Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com0tag:blogger.com,1999:blog-3349493104480562016.post-70886798709763408622011-03-24T06:07:00.000-07:002011-03-24T06:16:59.080-07:00Dynamicaly changing the Player Pawn<div dir="ltr" style="text-align: left;" trbidi="on">How to Dynamicaly change the Player Pawn.<br />
Put this in your Player Controller. The example here is using an 'exec' function so it can be triggered from a button press or console command.<br />
<br />
<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">exec function FPress()
{
//declare the variables
local pawn p;
local vector l;
local rotator r;
//set the variables
p = Pawn;
l = Pawn.Location;
r = Pawn.Rotation;
// get rid of the old pawn
UnPossess();
p.Destroy();
//spawn a new pawn and possess it
p = Spawn(class'SomePawnClass', , ,l,r);
//use false if you spawned a character and true for a vehicle
Possess(p, false);
}
</pre></div>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com11tag:blogger.com,1999:blog-3349493104480562016.post-56011794999087333982011-03-24T05:56:00.000-07:002011-03-24T05:56:16.269-07:00UDK Easy Save System<div dir="ltr" style="text-align: left;" trbidi="on">How to save a variable in UDK unreal script.<br />
<br />
<pre class="alt2" dir="ltr" style="border: 1px inset; height: 242px; margin: 0px; overflow: auto; padding: 6px; text-align: left; width: 640px;">class Something extends SomethingElse
config(SomeIni); //this points to an ini file where stuff is saved, in this case UDKSomeIni.ini
var config int SomeVar; // putting config allows you to save the variable
//your function where you set and save the variable
function SomeFunction()
{
SomeVar = 20; //give it a value
//SaveConfig() will save whatever variables have config
// it will create UDKSomeIni.ini (if it doesnt exist) and save the variable
SaveConfig();
}</pre><br />
<br />
</div>Sporsmaal2http://www.blogger.com/profile/10541191735466319870noreply@blogger.com0