class LavaLampPawn extends GamePawn; var DynamicLightEnvironmentComponent LightEnvironment; //override to make player mesh visible by default simulated event BecomeViewTarget( PlayerController PC ) { Super.BecomeViewTarget(PC); } simulated singular event Rotator GetBaseAimRotation() { local Rotator tempRot; tempRot = Rotation; SetRotation(tempRot); return tempRot; } defaultproperties { bCanWalk = true bCanSwim = false bCanFly = false bCanClimbLadders = false bWorldGeometry = true bCollideActors = false bCollideWorld = false bBlockActors = false Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment bSynthesizeSHLight=TRUE bIsCharacterLightEnvironment=TRUE bUseBooleanEnvironmentShadowing=FALSE End Object Components.Add(MyLightEnvironment) LightEnvironment=MyLightEnvironment }
General rambling about game development and design by a professional games developer. Pickings at Python, complaints about C, lashings of Lisp, and whatever else is the language du jour.
Friday, December 2
Unrealscript Overview Part Four : Player Pawn
Our "Player" class is much less interesting than you might expect, as we are not implementing a player as such but a simple free camera. We override GetBaseAimRotation to control the viewpoint of the Pawn. We ensure that the Pawn can have it's view updated fully by the rotation pitch, roll and yaw angles. If we wanted to limit the viewing direction we would hard code tempRot.pitch = 0 in this routine to disable looking up and down for instance. BecomeViewTarget is called when a camera focuses on the player, and is our chance to block the request. Here, we allow it. As there is no mesh associated with our "Player" the light enviroment is redundant.
Labels:
tutorial,
udk,
unreal,
unrealscript
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