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WildWing

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Sep 16, 2001
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(Example: you walk into a room and find the luxury of choosing either an Automag,Enforcer or the PPk) that's it. Now the next thing is how would I ship the AX stuff like Meshes,Sounds,Models etc. with the level and how would this work on someone elses PC if they didin't have the source code that the AX weapons link to, which is why the afore mentioned "I think" would have to travel with the map. Should I do a batch export and take the scripts for the weapons,meshes, sounds etc. and stuff them in the ZIP file with the map including a "read me" on where to put the the scripts so that the weapons work or do I generate one of those ".u" files which "seems" to an unexported batch or scripts for MOds or Mutators or generate a ".int", which is it? I know nothing about coding
 

aspie

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.u holds the code, meshes, sounds, textures etc
.int specifies what is in the .u such as gametypes, skins and such

you need a .int to make things appear in the gui, but if you only incorporating your stuff in a map then an .int isn't required (it's all called by the map) but then you must decide whether to put stuff into the one map (good if the code is for one map only) or into a separate .u (good if the code support multiple maps).
 

WildWing

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Originally posted by aspie
.u holds the code, meshes, sounds, textures etc
.int specifies what is in the .u such as gametypes, skins and such

you need a .int to make things appear in the gui, but if you only incorporating your stuff in a map then an .int isn't required (it's all called by the map) but then you must decide whether to put stuff into the one map (good if the code is for one map only) or into a separate .u (good if the code support multiple maps).
Hmmm.... Well a .u may be the best answer but I'd have no idea how to do it, as mentioned before I know nothing about coding, I just copied and pasted some code and got lucky, I guess... I would like being able to mix weapons from differant MODS in one level but this rings me back to the question, making generating a .u the best solution, which bring me back to this, how do I generate or make a .u so that it holds all coding,skins,sounds,meshes etc. for these weapons? But also it couldn't just be a from a .u file, the attributes for the weapons like sounds,skins and meshes WOULD physically have to shipped with the map wouldn't it, sounds and models and meshes just don't appear right? Oh and I did just build the weapons right into the level by way of using the default package name "MyLevel" in which if I'm correct should just have the level call the weapon without use of MODS or Mutators remaining just a stand alone feature of the map itself.
 

WildWing

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Let me know if this works for you. In one room there are UT weapons and in the other there is the "ASMD" from Unreal, oh and for some odd reason the doors in front of both rooms, though they hae textures or number 1 nad 2 on and 2 lights placed in front of them are untouched by the light, but if you find UT weapons in one room, obviously the other is where the "ASMD" is thanks.