Coding with Unreal 2?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Plungercop

New Member
Sep 9, 2000
15
0
0
I'm an unrealscript newbie (just made my first working mutator last night) and im wondering if anyone has heard any news about how U2 will differ from UT. Like will unrealscript be very different, and would i be better off to wait for U2 and learn it then?
 

ca

CHiMERiC Grandmaster
Oct 11, 1999
84
0
0
www.unrealscript.com
Unreal2 supports the same basic language features for Unrealscript as Unreal/UT. The only drastic changes will be the gameplay API, that is the actor heirarchy. I've heard that UWindows is removed, replaced with a leaner, more efficient windowing system. There will also be some new features exposed... skeletal animation, particle system...

But for the most part, it will be the same. If you can code for UT, I'm confident you will be able to code for Unreal2. Not every class is going to port right over (I suspect they've overhauled the Engine.Weapon class, for example), but it will be easy enough to rewrite any classes.
 

2COOL4-U

New Member
Mar 17, 2001
505
0
0
37
dot NL
2cool.free.fr
Only one major thing has changed in the syntax of UnrealScript: Expand is no longer valid, so learn to use extends instead. I also heard Unreal2 will support dynamic area's(!).
 

ca

CHiMERiC Grandmaster
Oct 11, 1999
84
0
0
www.unrealscript.com
The expand keyword was ousted in the Unreal days, nobody should be using it by now. :) And yes, dynamic arrays (that's what you meant right?) are now exposed to script, as it's just a TArray for those of you who've worked natively.
 

L0sT(NDS)

Human Swiss Army Knife
Jun 19, 2001
8
0
0
43
Atlanta, GA, USA
www.planetunreal.com
Actually

A good bit of the skeletal functionality is already implemented, check out this link:

http://unreal.epicgames.com/skeletal/utskelanim.htm#overview

It's a writeup of the use (and abuse) of the ActorX plugin, and quite informative, as Skeletal animations tween a crapload better, and, on many systems improve performance due to the use of IK bones or (My favorite) custom linked control objects, We're currently in the process of Converting all the animation in the mod over to skeletal, and besides, using a weapon bone is just plain easier to animate.

Also, I sent Erik an email, asking if it's possible to reference specific bones via uscript (as you do with the weapon bone) I belive it should be, like in rune when the guy's head turns to face stuff (that could be a separate mesh though, I never dugrune that much) I just don't know how, anybody else got an idea?

//I never thought she loved me... Until she owned me in a Deathmatch
 

TaoPaiPai

Commisaire Van Loc
Jun 13, 2000
1,626
0
0
Matnik
Visit site
Another important change mentioned would be upon the playerPawn that should be split in 2 separate classes:eek:ne for the controls (player inputs) and the other one will be a standard pawn,or sthg like that.