Hey hey! I've got some issues with UnrealScript that I'm hoping the experts here can help me with .
Two quick notes: I've only spent a couple of hours looking over the UT source, but that I feel I have a firm grasp on the language itself. I'm fluent in Perl, C/C++, and well versed in Java, VB, and other languages... So I'm pretty programmatically competent . Also, sorry for the post length in advance. I figure I'd rather come off as a windbag than a newbie, so hopefully that's ok on these forums .
After doing some searching on these forums and others (admittedly, not tonnes.. but a good solid hour's worth), I haven't come across anything that would help me with my current dilemma. I want to modify player physics - specifically, to incorporate physics tricks from other games (such as QuakeWorld air control, and UT200X air jumps) into good old UT99. The physics changes will be part of a larger Game Type mod eventually, so I'm not looking for a Mutator-based solution.
My biggest problem is that the OO design of UT is incredibly daunting, and I have no clue what classes to extend in order to start work on the physics. To give you an idea of how lost I am, I tried creating a new class (MyPawn) that extended PlayerPawn. Just for kicks, I overrode the DoJump() function to multiply the JumpZ value by 2. I compiled, selected a custom game type which I got to work successfully (a DeathMatchPlus extension (MyGame) that gives you a Sock Rifle on spawn...), and got nothing (obviously? .
So, it seems to me that MyGame needs to be told to use MyPawn, rather than whatever PlayerPawn it currently (I assume) uses. Am I correct in saying that? If so, how would I go about that? If I'm way off base (probably very likely), then hopefully I've given enough info for someone out there with a kind heart to set me on track .
...And if I've been too vague, slap me around and ask for clarification .
Two quick notes: I've only spent a couple of hours looking over the UT source, but that I feel I have a firm grasp on the language itself. I'm fluent in Perl, C/C++, and well versed in Java, VB, and other languages... So I'm pretty programmatically competent . Also, sorry for the post length in advance. I figure I'd rather come off as a windbag than a newbie, so hopefully that's ok on these forums .
After doing some searching on these forums and others (admittedly, not tonnes.. but a good solid hour's worth), I haven't come across anything that would help me with my current dilemma. I want to modify player physics - specifically, to incorporate physics tricks from other games (such as QuakeWorld air control, and UT200X air jumps) into good old UT99. The physics changes will be part of a larger Game Type mod eventually, so I'm not looking for a Mutator-based solution.
My biggest problem is that the OO design of UT is incredibly daunting, and I have no clue what classes to extend in order to start work on the physics. To give you an idea of how lost I am, I tried creating a new class (MyPawn) that extended PlayerPawn. Just for kicks, I overrode the DoJump() function to multiply the JumpZ value by 2. I compiled, selected a custom game type which I got to work successfully (a DeathMatchPlus extension (MyGame) that gives you a Sock Rifle on spawn...), and got nothing (obviously? .
So, it seems to me that MyGame needs to be told to use MyPawn, rather than whatever PlayerPawn it currently (I assume) uses. Am I correct in saying that? If so, how would I go about that? If I'm way off base (probably very likely), then hopefully I've given enough info for someone out there with a kind heart to set me on track .
...And if I've been too vague, slap me around and ask for clarification .