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 Camara en tercera persona - Version Abril

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Monztruo
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Fecha de inscripción : 23/03/2010

Camara en tercera persona - Version Abril Empty
MensajeTema: Camara en tercera persona - Version Abril   Camara en tercera persona - Version Abril EmptyMiér Jul 14, 2010 11:02 am

fuente: http://forums.epicgames.com/showthread.php?t=736551

Tested on APRİL RELEASE.
İf you add an actor it will be seems as 3rd Person Cam.
İf you dont add an actor it will be seems as Free Cam.
They're modified UDKGame Scripts.

replace bilgi to your gameinfo file

Código:

class bilgi extends GameInfo;

defaultproperties;
{
   bDelayedStart=false
  PlayerControllerClass = class 'kontroller'  //Setting the Player Controller to your custom script
  DefaultPawnClass = "karakter" //Setting the Pawn to your custom script
  Name="Default__bilgi"

}

replace "kontroller" to your controller file name
Code:
class kontroller extends GamePlayerController;


/** plays camera animations (mostly used for viewshakes) */
var CameraAnimInst CameraAnimPlayer;

/** The effect to play on the camera **/
var UDKEmitCameraEffect CameraEffect;

/** indicates whether this player is a dedicated server spectator (so disable rendering and don't allow it to participate at all) */
var bool bDedicatedServerSpectator;

/** makes playercontroller hear much better (used to magnify hit sounds caused by player) */
var               bool   bAcuteHearing;         

/** current offsets applied to the camera due to camera anims, etc */
var vector ShakeOffset; // current magnitude to offset camera position from shake
var rotator ShakeRot; // current magnitude to offset camera rotation from shake

/** stores post processing settings applied by the camera animation
 * applied additively to the default post processing whenever a camera anim is playing
 */
var PostProcessSettings CamOverridePostProcess;

/** additional post processing settings modifier that can be applied
 * @note: defaultproperties for this are hardcoded to zeroes in C++
 */
var PostProcessSettings PostProcessModifier;

/** Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array) */
var array<Actor> PotentiallyHiddenActors;

/** If true, player is on a console (used by C++) */
var bool bConsolePlayer;

/** Custom scaling for vehicle check radius.  Used by UTConsolePlayerController for example */
var   float   VehicleCheckRadiusScaling;

var float PulseTimer;
var bool bPulseTeamColor;

/** if true, rotate smoothly to desiredrotation */
var bool bUsePhysicsRotation;

struct native ObjectiveAnnouncementInfo
{
   /** the default announcement sound to play (can be None) */
   var() SoundNodeWave AnnouncementSound;
   /** text displayed onscreen for this announcement */
   var() localized string AnnouncementText;
};

/**
 * Sets the current gamma value.
 *
 * @param New Gamma Value, must be between 0.0 and 1.0
 
 *//** Spawn ClientSide Camera Effects **/
unreliable client function ClientSpawnCameraEffect(class<UDKEmitCameraEffect> CameraEffectClass)
{
   local vector CamLoc;
   local rotator CamRot;

   if (CameraEffectClass != None && CameraEffect == None)
   {
      CameraEffect = Spawn(CameraEffectClass, self);
      if (CameraEffect != None)
      {
         GetPlayerViewPoint(CamLoc, CamRot);
         CameraEffect.UpdateLocation(CamLoc, CamRot, FOVAngle);
      }
   }
}

function ClearCameraEffect()
{
   if( CameraEffect != None )
   {
      CameraEffect.Destroy();
      CameraEffect = none;
   }
}
Change "karakter" to your gamepawn file name
Código:

class karakter extends GamePawn;
 

var      bool   bReadyToDoubleJump;
var      bool   bRequiresDoubleJump;      /** set by suggestjumpvelocity() */
var      bool   bCanDoubleJump;
var      bool   bNoJumpAdjust;         // set to tell controller not to modify velocity of a jump/fall
var      float   MaxDoubleJumpHeight;
var      int      MultiJumpRemaining;
var      int      MaxMultiJump;
var      int      MultiJumpBoost;

var      bool         bIsHoverboardAnimPawn;

defaultproperties;
{
}
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