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View Full Version : Does UT scripting have a bind like Sin's?


claudec
13th Dec 1999, 05:33 PM
I have been searching the net for info on UT editing for the past hour or so and I have come to the conclusion that it is very poorly documented. Nowhere is there a list of commands for UT scripting.

I have read enough to answer my first question which was can brushes be made to move. The next one is can moving brushes be bound together like in Sin with Sin's bind command.

What the bind command does is to bind two or more moving brushes together in a parent child relationship. Such that when the parent is moved the child moves with it. The child can have its own independent movement while it is moving along with parent.

For example lets say you have a fan hanging from the ceiling on a pole. You could bind the blades and the center piece the blades attach to the pole the fan hangs from. With the pole as the parent. With a few lines of commands you could cause the fan blades to rotate around (sin has commands that will rotate objects).
Then with a few more simple commands you could have the pole swing back and forth in a pendulum like fashion. No need to write code to make the fan blades follow along with the pole they are hanging from. The bind command makes sure that the fan blades will follow along with the pole while executing their rotaion movement as well.

Is there any equivalent to Sin's bind command in UT script.

Also where are all the docs. I have spent an hour searching and found very little on the subject.

I do not have UT nor the demo just yet. I am trying to decide whether or not to continue with Quake technology. The big thing I don't like about quake is no scripting language. Ritualistic put one in for Sin but that means only ritualistic games have their scripting language. I would rather have the scripting language as part of the engine so that whatever game I decide to edit has the scripting language as well.

Wanderer
14th Dec 1999, 03:46 AM
One of the things with Unreal, is that it truly merits ingenuity and not brute force. Most other engines merit brute force.

So the way you would do something like a rotating blade on a pole would be to make a texture that looks like it it's a rotating blade. You'll see this when you get the game and play AS-hispeed.

There is a way to make attach movers. In basic essence it's the same as what you're saying with Sin's bind command but I haven't really explored it enough to say I know a lot about it. What can I say, I just never found a good use for it.

Ok, here's a list of sites that can be of help for you with tutorials.

http://www.unrealed.net
http://www.unrealized.com
http://unreal.gamedesign.net
http://www.dukeed.com
(ok, so it's a Duke4ever site but it's still using the Unreal engine and has some tutorials on it)