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junkmaking problem
http://www.runestorm.com/forums/viewtopic.php?f=19&t=19590
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Author:  Nabo0o [ Mon Nov 20, 2006 4:55 pm ]
Post subject:  junkmaking problem

Hi.
I just gotta say that its a great weaponmod you guys have made.
And when I read the readme file it says that it's so easy to create another weapon to the mutator if one could
make the model and skinn and fix the deafault properties.
And I've done all that and created the package in the main folder (UT2004) with all the uc script files exported via Ued, but when i try to compile it all it get some errors that seem to contiue no matter what i do with the scripts.

Before i added in my own weapons into the packede I wanted to test to see if it would compile without any changes being made to the code, and it didn't, it just gave error messeges complaning about a new thing evrytime i tried to fix it.

The only thing i can think of (allthough i'm not a very advanced in scripting) is something that I remember having read in some forum about that when you export a U file from Ued into a uc script file, only 75-90 of the content in it actully gets exported.
It was recomended on the site to download all the stuff following UT2004 from the offical cite to get the script
100% complete.

If this is the case here i wonder if you mabye could make it availible to download the script files (not the u files) from you're site?

Author:  Captain Xavious [ Mon Nov 20, 2006 5:09 pm ]
Post subject:  junkmaking problem

Welcome!!! Great to see someone else who wants to make JW weapon!

Could you send me the error message? I think I can probably figure this out for you. :)

How you worded your process confuses me a bit...

Here's what I did:

First, I exported th JunkWar package with UEd, leaving a folder called JunkWar in the UT2004 folder, containing the classes.

Next, I used Unreal Development Environment (UDE) for the coding. For my saber, I duplicated the JO_Machete file and renamed it JO_Saber. I put the new file in my own package.

Next I imported my model into UEd and put it in its own package, I did the same thing with the saber's texture.

Back in UDE, I changed the default properties to adjust where the Saber static mesh would be placed in relation to the hands. Also, make sure you set all of the StaticMesh properties to the appropriate mesh.
Lower in the code you should find something similar to this:

Begin Object Class=JunkMeleeFireInfo Name=JunkFireInfo0
MeleeRange=(Min=75.000000,Max=75.000000)
SwipeHitWallPoint=3
SwipePoints(0)=(Weight=1,offset=(Pitch=3000,Yaw=6000))
SwipePoints(1)=(Weight=3,offset=(Pitch=2000,Yaw=4000))
SwipePoints(2)=(Weight=5,offset=(Pitch=1000,Yaw=2000))
SwipePoints(3)=(Weight=6)
SwipePoints(4)=(Weight=4,offset=(Pitch=-1000,Yaw=-2000))
SwipePoints(5)=(Weight=2,offset=(Pitch=-2000,Yaw=-4000))
SwipePoints(6)=(offset=(Pitch=-3000,Yaw=-6000))
ImpactManager=Class'JunkWar.IM_JunkAxe'
Damage=(head=(Min=80.000000,Max=100.000000),Limb=(Min=15.000000,Max=20.000000),Misc=(Min=35.000000,Max=40.000000))
KickForce=19000
DamageType=Class'JunkWar.DTJunkAxe'
RefireTime=0.9500000
AnimRate=0.900000
Sound=(Sound=SoundGroup'JunkWarSounds.Crowbar.Crowbar-Swing',Pitch=1.100000)
Anims(0)="WideHit1"
Anims(1)="WideHit2"
AnimStyle=ACS_Random
AnimTimedFire=ATS_Timed
End Object
MeleeAFireInfo=JunkMeleeFireInfo'GnomeSmasherJWPack1.JO_Flask.JunkFireInfo0'


This would be the weapon info block. This is where the major changes are made. You should change the features as necessary. Also, take note to change the MeleeFireInfo so that it matches the class you are currently in.

That should compile correctly, and you got yourself basically a new junk weapon. You'll have to add a few lines to the JunkWar .ini, but you can find info on that later.

If there's any questions about this, and that goes for everyone, ask me and I'll explain the steps better.

To those interested in more complete instructions, check out my walkthrough for this.

Author:  Nabo0o [ Mon Nov 20, 2006 7:27 pm ]
Post subject:  junkmaking problem

I think I might have done the creating process i a very wrong way :D
I thought that to make a new weapon to the mod I had to delete the old JunkWar.u file and replace it with the new modified one i made.

I reallized it a bit after i posted this thread, that i just needed to make a new packed(wich i called JWSJunkWar) and have the three uc files in there, in my case DTJunkJWSHammer, IM_JunkJWSHammer and JO_JWSHammer wich is some kind of claw hammer i have made, and then compiling it and then lastly type the aproriate name in the int file and just as well in the ini file so that the weapon automaticly gets active when i use the mod.

But the problem came when i tried to compile the three files.
Inside Contex(the script program i used) when i tried to compile an error message came and said that i didn't have the DTJunkDamege, so I put that into the package, then it said I dind't have the BallisticDamageType, then WeaponDamageType, then BCImpactManager and lastly the JunkObject.

Finaly it looked like file was about to compile, then it suddenly gave me an error: Error, Unrecognized type 'JunkMelleFireInfo' look at the picture that follows

[br][img width=800 height=640]../../files/public/1164072463_237_FT19590_fiksauol_.jpg[/img][br]

Author:  Captain Xavious [ Mon Nov 20, 2006 7:41 pm ]
Post subject:  junkmaking problem

Ok, I had the same problems with me at first, too. I'll try to get you through it in a bit. Right now I'm making a walkthrough for this, and then I'll get to you. :)
This might take a bit to get done, although I am about halfway done. :)

Author:  Captain Xavious [ Mon Nov 20, 2006 8:15 pm ]
Post subject:  junkmaking problem

Ok, I think I know how to solve this. For now, just don't worry about the Impact Manager and the Damage type.

I tried to get them to work, but I didn't try much. For now you might as well leave them the same as the Claw hammer's.

Ok, lets make sure you exported it right. I'm going to guide you step by step through this, and see if it helps any.

Open up UEd, and go under the Actors tab. Open up the JunkWar.u, and uncheck the Placable Classes Only box. Expand the actor category again and find the info category. Expand it, then find the junkobject tab, and expand that one too.

You should probably find the existing claw hammer class (since that would probably have similar properties already), and open up the default properties of it, make a small change, and change it back. Now, export changed scripts, and you should get a full export with all the info needed.

I can't remember how to export all of the JW classes at once, but that should be enough to be able to compile it.

Make your changes to a duplicate of the Claw Hammer, and it should compile right.

My brain is a little fried right now working on my walkthrough, but that should work. If not tell me and I'll try to get it right in the morning. :)

Author:  Nabo0o [ Mon Nov 20, 2006 8:49 pm ]
Post subject:  junkmaking problem

Nope, that couldn't help me either.
The way i exported all of the "junk" was by open the junk u file in the Ued and click the export all button,
and then i just delete evryting else but the JunkWar.


The message came when I tried to compile the modified version of the JO_ClawHammer: Superclass JunkObject of JO_JWSHammer class not found.

Author:  Captain Xavious [ Tue Nov 21, 2006 4:12 am ]
Post subject:  junkmaking problem

Hmm... did you try compiling the JunkWar package with your own package?

Author:  Nabo0o [ Tue Nov 21, 2006 4:51 am ]
Post subject:  junkmaking problem

No, I just took the JO_ClawHammer, modified it and put it in the folders JWSJunkWar\classes in the main directory.

If what you mean by compiling the Junkwar package with my own package is that i was trying to replace it
with my own, that was what i tried to do first, but then i saw that i only needed to maked a new package containing the new weapon and connect it via the int file.

Author:  Captain Xavious [ Tue Nov 21, 2006 4:58 am ]
Post subject:  junkmaking problem

No, don't try to replace it with your own, that would be bad, just compile the package (make no changes to the base) along with your new one.

I can't remember if this works, though... I need to get a chance to recreate this problem for me so I can figure out how I fixed it.

As long as you make no changes to the base, nothing bad will happen to the JunkWar package regardless of wether this works or not.

And just for clarify, you changed the name of the modified claw hammer, right? Pretty sure you did, just making sure.

Author:  Nabo0o [ Tue Nov 21, 2006 5:31 am ]
Post subject:  junkmaking problem

Yep, changed the name and the some damage stuff to make it different than the one it relates to.
And I maked sure that all thoes begin end objects things where pointing to my file and not the JO_ClawHammer.

Author:  Captain Xavious [ Tue Nov 21, 2006 5:44 am ]
Post subject:  junkmaking problem

Hmm... if you want, you can send me the files and I can see what I can do.
I'll have to see if I can recreate the problem later today...

Author:  Captain Xavious [ Tue Nov 21, 2006 4:59 pm ]
Post subject:  junkmaking problem

Ok, I'm compiling your weapon as we speak. I'll send you an email in a little bit.

I just remembered something that you might need to do in order to compile it. Make sure you have these edit packages:
BCore
JunkWar
JWSJunkWar

Also noticed a few minor problems with your code, you named the StaticMesh packages wrong. Easy mistake. Other than that though, it seems to work fine. :) Need to try it in game still, though.

By the way, nice model. :)

Author:  Captain Xavious [ Tue Nov 21, 2006 6:08 pm ]
Post subject:  junkmaking problem

Ok, I tried it ingame, seems to work fine, but you need to scale the model up about 3-5x. Good job. :)

Author:  Nabo0o [ Tue Nov 21, 2006 7:25 pm ]
Post subject:  junkmaking problem

YESS!!!!
I finaly fixed the problem that was bugging me all the time!
In the UT2004.ini file I had written my EditPackage=JWSJunkWar before the JunkWar and BCore.

That way the compiler didn't find the files that it needed when it was compiling, and it didn't help if it got to them after it had gone over my JWSJunkWar.

I actully havn't tried the weapon yet but im sure i'll get i working now.

Thanks for the help.

Author:  Captain Xavious [ Wed Nov 22, 2006 4:34 am ]
Post subject:  junkmaking problem

Yep. Any time. :)

Glad its working for you, I hated it when it would do that for me, and I never knew why until a couple months ago.

Just make sure you scale the weapon up some. Its like a miniature hammer that your hand's too big for. :P

Author:  ShadowBlade [ Wed Nov 22, 2006 4:43 pm ]
Post subject:  junkmaking problem

thanx Xavious!!

welcome Nabo0o!! glad u like modding with JW!! it is is easy after the first one ;)

Author:  Captain Xavious [ Wed Nov 22, 2006 4:53 pm ]
Post subject:  junkmaking problem

Yep, I'll try to do anything to help the community, because thats just how I am... :)

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