Yet another Rookie Question

  • 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.

ImediaGroup

New Member
Apr 26, 2006
12
0
0
I watched 2 VTM's today on opening the "Edit Actorclass" command inide of UT2004... I edited the Carbine that I created and successfully repositioned the 1st person mesh to the coordinates that I desired.

My question is, how do i save the new settings? After my time ran out and a new map loaded, my settings were reset to default. Do I need to document those changed setting and recompile them back in UnrealED?

This doesn't particularly make sense to me because of the amount of tweaking that can be involved in creating a mod/package... per unit and soforth....

Both of the VTM's did not load a new map to show that the settings were indeed active. Do I need to set something to a true value or save my game?

im sorry for asking yet another... Rookie Question.
 

Mychaeel

New Member
Yes, you'll have to manually transfer your tweaked values back into your code.

Even if they could be saved, they could only be saved for actors loaded from that package (not spawned actors) and only back into the binary package itself; that'd be okay for maps, I suppose, but for compiled UnrealScript code you'd lose your changes as soon as you recompile the package from the sources.

I've occasionally used "editactor" or "editobj" to interactively tweak values, but when I found the right ones, I always transferred them manually back into my source code. I rarely changed more than one or two settings at a time, though.

[I really wanted to respond with "Yet Another Canned Answer" and a link to the FAQ, but I'm afraid your question was better than that. ;)]
 

ImediaGroup

New Member
Apr 26, 2006
12
0
0
Code:
//=================================================
//	M4Carbine
//          Created By GeneralSoundwave 060426
//=================================================
class M4Carbine extends Weapon config (user);

defaultproperties
{
	Mesh=SkeletalMesh'M4Carbine.M4Carbine1st'
	Drawscale=0.6
	InventoryGroup=4

	ItemName="M4 Assault Carbine"
	FireModeClass(0)=class'M4CarbineFire'
	FireModeClass(1)=class'M4CarbineAltFire'
	Pickupclass=class'M4CarbinePickup'
	AttachmentClass=class'M4CarbineAttachment'

	BobDamping=2.00
	CenteredOffsetY=-5.00
	PlayerViewPivot=Yaw-16384
	PlayerViewOffset=(X=10.00,Y=12,Z=-8.00)
	SmallViewOffset=(X=14.00,Y=12.00,Z=-12.00)
}

The changes that I make are in the M4Carbine.uc file:
PlayerViewPivot=Yaw-16384
and
SmallViewOffset=(X=14.00,Y=12.00,Z=-12.00)

after I saved changes, I ran another ucc make compiler, loaded it and it STILL didnt change. it didn't even look like it did anything.

After the compiling stopped, i didn't even get an error message... talk about being lost.

I know not to change my "Fire" or "AltFire" offset values because that has to do with projectiles... I'm supposed to change the root M4Carbine.uc code for 1st person weapon alighnment, right?
 
Last edited by a moderator:

ImediaGroup

New Member
Apr 26, 2006
12
0
0
I have no problem with you guys posting this in the FAQ by the way. I looked for this question in there 1st, before I posted :)
 
Last edited: