don't click here

SonicGDK 1.30.000

Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.

  1. He just wants to scare you, it isn't that complex to shoot a projectile at all. I'll find some time to answer you properly.
     
  2. Andrew75

    Andrew75

    Technical Artist Member
    2,030
    107
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    You know me all to well !
     
  3. Ell678

    Ell678

    Am I Annoying You? Member
    2,378
    25
    28
    Barrow, England
    Sonic Incursion
    My God Andrew, what the hell? :v:

    I appreciate that Xaklse :)
     
  4. Sorry for the long delay, took me some UDK crashes to get it right :v:

    Since you aren't a programmer, I suggest you use Kismet for what you want. Kismet graphs aren't hard to understand and lets you do a lot of stuff. I decided I would do a little test and ended doing a more complex graph; it can still be improved though.

    Select the code I attached to this post, copy it (Ctrl+C), open UDK editor with my TestMap, open the Kismet window, click on background and paste it (Ctrl+V). If you play the map, one of the 3 SuperSonics next to where the 2.5D path starts will shoot you if it notices you. You can paste this code several times and reassign the first node to a different EnemySpawnerInfo.


    WARNING: enemy spawners with "Chase Players" marked will crash the game and the editor! Next SonicGDK update will fix this problem.


    Code (Text):
    1.  
    2. Begin Object Class=SeqVar_Bool Name=SeqVar_Bool_8
    3.    bValue=1
    4.    ObjInstanceVersion=1
    5.    ParentSequence=Sequence'Main_Sequence'
    6.    ObjPosX=-3374
    7.    ObjPosY=1686
    8.    DrawWidth=32
    9.    DrawHeight=32
    10.    Name="SeqVar_Bool_8"
    11.    ObjectArchetype=SeqVar_Bool'Engine.Default__SeqVar_Bool'
    12. End Object
    13. Begin Object Class=SeqAct_SetBool Name=SeqAct_SetBool_5
    14.    InputLinks(0)=(DrawY=1624,OverrideDelta=11)
    15.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_StartAnimation'SeqAct_StartAnimation_1')),DrawY=1624,OverrideDelta=11)
    16.    VariableLinks(0)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_8'),DrawX=-3340,OverrideDelta=16)
    17.    VariableLinks(1)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_6'),DrawX=-3284,OverrideDelta=68)
    18.    ObjInstanceVersion=1
    19.    ParentSequence=Sequence'Main_Sequence'
    20.    ObjPosX=-3374
    21.    ObjPosY=1590
    22.    ObjComment="player is nearby"
    23.    DrawWidth=128
    24.    DrawHeight=61
    25.    Name="SeqAct_SetBool_5"
    26.    ObjectArchetype=SeqAct_SetBool'Engine.Default__SeqAct_SetBool'
    27. End Object
    28. Begin Object Class=UTSeqAct_AIFreeze Name=UTSeqAct_AIFreeze_3
    29.    InputLinks(0)=(DrawY=1818,OverrideDelta=13)
    30.    InputLinks(1)=(DrawY=1838,OverrideDelta=33)
    31.    OutputLinks(0)=(DrawY=1828,OverrideDelta=23)
    32.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-1198,OverrideDelta=26)
    33.    ObjInstanceVersion=1
    34.    ParentSequence=Sequence'Main_Sequence'
    35.    ObjPosX=-1246
    36.    ObjPosY=1782
    37.    ObjComment="unfreeze AI"
    38.    DrawWidth=96
    39.    DrawHeight=85
    40.    Name="UTSeqAct_AIFreeze_3"
    41.    ObjectArchetype=UTSeqAct_AIFreeze'UTGame.Default__UTSeqAct_AIFreeze'
    42. End Object
    43. Begin Object Class=SeqAct_SetBool Name=SeqAct_SetBool_4
    44.    InputLinks(0)=(DrawY=1904,OverrideDelta=11)
    45.    OutputLinks(0)=(DrawY=1904,OverrideDelta=11)
    46.    VariableLinks(0)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_7'),DrawX=-1660,OverrideDelta=16)
    47.    VariableLinks(1)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_6'),DrawX=-1604,OverrideDelta=68)
    48.    ObjInstanceVersion=1
    49.    ParentSequence=Sequence'Main_Sequence'
    50.    ObjPosX=-1694
    51.    ObjPosY=1870
    52.    ObjComment="player isn't nearby"
    53.    DrawWidth=128
    54.    DrawHeight=61
    55.    Name="SeqAct_SetBool_4"
    56.    ObjectArchetype=SeqAct_SetBool'Engine.Default__SeqAct_SetBool'
    57. End Object
    58. Begin Object Class=SeqVar_Bool Name=SeqVar_Bool_7
    59.    ObjInstanceVersion=1
    60.    ParentSequence=Sequence'Main_Sequence'
    61.    ObjPosX=-1694
    62.    ObjPosY=1974
    63.    DrawWidth=32
    64.    DrawHeight=32
    65.    Name="SeqVar_Bool_7"
    66.    ObjectArchetype=SeqVar_Bool'Engine.Default__SeqVar_Bool'
    67. End Object
    68. Begin Object Class=SeqVar_Bool Name=SeqVar_Bool_6
    69.    ObjInstanceVersion=1
    70.    ParentSequence=Sequence'Main_Sequence'
    71.    ObjPosX=-1470
    72.    ObjPosY=1974
    73.    ObjComment="holds value"
    74.    DrawWidth=32
    75.    DrawHeight=32
    76.    Name="SeqVar_Bool_6"
    77.    ObjectArchetype=SeqVar_Bool'Engine.Default__SeqVar_Bool'
    78. End Object
    79. Begin Object Class=SeqCond_CompareBool Name=SeqCond_CompareBool_2
    80.    InputLinks(0)=(DrawY=1828,OverrideDelta=23)
    81.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_StartAnimation'SeqAct_StartAnimation_1')),DrawY=1818,OverrideDelta=13)
    82.    OutputLinks(1)=(Links=((LinkedOp=UTSeqAct_AIFreeze'UTSeqAct_AIFreeze_3',InputLinkIdx=1)),DrawY=1838,OverrideDelta=33)
    83.    VariableLinks(0)=(LinkedVariables=(SeqVar_Bool'SeqVar_Bool_6'),DrawX=-1441,OverrideDelta=16)
    84.    VariableLinks(1)=(DrawX=-1391,OverrideDelta=59)
    85.    ObjInstanceVersion=2
    86.    ParentSequence=Sequence'Main_Sequence'
    87.    ObjPosX=-1470
    88.    ObjPosY=1782
    89.    ObjComment="is the player still nearby?"
    90.    DrawWidth=115
    91.    DrawHeight=85
    92.    Name="SeqCond_CompareBool_2"
    93.    ObjectArchetype=SeqCond_CompareBool'Engine.Default__SeqCond_CompareBool'
    94. End Object
    95. Begin Object Class=SeqAct_Delay Name=SeqAct_Delay_6
    96.    InputLinks(0)=(DrawY=1619,OverrideDelta=14)
    97.    InputLinks(1)=(DrawY=1640,OverrideDelta=35)
    98.    InputLinks(2)=(DrawY=1661,OverrideDelta=56)
    99.    OutputLinks(0)=(Links=((LinkedOp=SeqCond_IsAlive'SeqCond_IsAlive_3')),DrawY=1624,OverrideDelta=19)
    100.    OutputLinks(1)=(DrawY=1656,OverrideDelta=51)
    101.    VariableLinks(0)=(DrawX=-1794,OverrideDelta=25)
    102.    ObjInstanceVersion=1
    103.    ParentSequence=Sequence'Main_Sequence'
    104.    ObjPosX=-1846
    105.    ObjPosY=1582
    106.    DrawWidth=106
    107.    DrawHeight=109
    108.    Name="SeqAct_Delay_6"
    109.    ObjectArchetype=SeqAct_Delay'Engine.Default__SeqAct_Delay'
    110. End Object
    111. Begin Object Class=SeqCond_IsAlive Name=SeqCond_IsAlive_3
    112.    InputLinks(0)=(DrawY=1636,OverrideDelta=23)
    113.    OutputLinks(0)=(Links=((LinkedOp=SeqCond_CompareBool'SeqCond_CompareBool_2')),DrawY=1626,OverrideDelta=13)
    114.    OutputLinks(1)=(DrawY=1646,OverrideDelta=33)
    115.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-1607,OverrideDelta=16)
    116.    ObjInstanceVersion=1
    117.    ParentSequence=Sequence'Main_Sequence'
    118.    ObjPosX=-1646
    119.    ObjPosY=1590
    120.    ObjComment="is the badnik still alive?"
    121.    DrawWidth=79
    122.    DrawHeight=85
    123.    Name="SeqCond_IsAlive_3"
    124.    ObjectArchetype=SeqCond_IsAlive'Engine.Default__SeqCond_IsAlive'
    125. End Object
    126. Begin Object Class=SeqCond_IsAlive Name=SeqCond_IsAlive_2
    127.    InputLinks(0)=(DrawY=1636,OverrideDelta=23)
    128.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_6')),DrawY=1626,OverrideDelta=13)
    129.    OutputLinks(1)=(DrawY=1646,OverrideDelta=33)
    130.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-2711,OverrideDelta=16)
    131.    ObjInstanceVersion=1
    132.    ParentSequence=Sequence'Main_Sequence'
    133.    ObjPosX=-2750
    134.    ObjPosY=1590
    135.    ObjComment="is the badnik still alive?"
    136.    DrawWidth=79
    137.    DrawHeight=85
    138.    Name="SeqCond_IsAlive_2"
    139.    ObjectArchetype=SeqCond_IsAlive'Engine.Default__SeqCond_IsAlive'
    140. End Object
    141. Begin Object Class=UTSeqAct_SpawnProjectile Name=UTSeqAct_SpawnProjectile_4
    142.    ProjectileClass=Class'UTGame.UTProj_LinkPlasma'
    143.    InputLinks(0)=(DrawY=1624,OverrideDelta=11)
    144.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_Delay'SeqAct_Delay_6')),DrawY=1624,OverrideDelta=11)
    145.    VariableLinks(0)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_11'),DrawX=-2144,OverrideDelta=16)
    146.    VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_12'),DrawX=-2067,OverrideDelta=93)
    147.    VariableLinks(2)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-1988,OverrideDelta=170)
    148.    ObjInstanceVersion=1
    149.    ParentSequence=Sequence'Main_Sequence'
    150.    ObjPosX=-2190
    151.    ObjPosY=1590
    152.    ObjComment="shoot projectile"
    153.    bOutputObjCommentToScreen=True
    154.    DrawWidth=250
    155.    DrawHeight=77
    156.    Name="UTSeqAct_SpawnProjectile_4"
    157.    ObjectArchetype=UTSeqAct_SpawnProjectile'UTGame.Default__UTSeqAct_SpawnProjectile'
    158. End Object
    159. Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_12
    160.    ObjInstanceVersion=1
    161.    ParentSequence=Sequence'Main_Sequence'
    162.    ObjPosX=-2102
    163.    ObjPosY=1726
    164.    ObjComment="player location"
    165.    DrawWidth=32
    166.    DrawHeight=32
    167.    Name="SeqVar_Vector_12"
    168.    ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
    169. End Object
    170. Begin Object Class=SeqVar_Object Name=SeqVar_Object_92
    171.    ObjInstanceVersion=1
    172.    ParentSequence=Sequence'Main_Sequence'
    173.    ObjPosX=-3014
    174.    ObjPosY=1974
    175.    ObjComment="player"
    176.    DrawWidth=32
    177.    DrawHeight=32
    178.    Name="SeqVar_Object_92"
    179.    ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
    180. End Object
    181. Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_6
    182.    InputLinks(0)=(DrawY=1624,OverrideDelta=11)
    183.    OutputLinks(0)=(Links=((LinkedOp=UTSeqAct_SpawnProjectile'UTSeqAct_SpawnProjectile_4')),DrawY=1624,OverrideDelta=11)
    184.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_92'),DrawX=-2536,OverrideDelta=16)
    185.    VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_12'),DrawX=-2470,OverrideDelta=76)
    186.    VariableLinks(2)=(DrawX=-2399,OverrideDelta=148)
    187.    VariableLinks(3)=(DrawX=-2328,OverrideDelta=219)
    188.    ObjInstanceVersion=3
    189.    ParentSequence=Sequence'Main_Sequence'
    190.    ObjPosX=-2574
    191.    ObjPosY=1590
    192.    ObjComment="get player location"
    193.    DrawWidth=290
    194.    DrawHeight=77
    195.    Name="SeqAct_GetLocationAndRotation_6"
    196.    ObjectArchetype=SeqAct_GetLocationAndRotation'Engine.Default__SeqAct_GetLocationAndRotation'
    197. End Object
    198. Begin Object Class=SeqAct_Delay Name=SeqAct_Delay_5
    199.    Duration=2.000000
    200.    InputLinks(0)=(DrawY=1619,OverrideDelta=14)
    201.    InputLinks(1)=(DrawY=1640,OverrideDelta=35)
    202.    InputLinks(2)=(DrawY=1661,OverrideDelta=56)
    203.    OutputLinks(0)=(Links=((LinkedOp=SeqCond_IsAlive'SeqCond_IsAlive_2')),DrawY=1624,OverrideDelta=19)
    204.    OutputLinks(1)=(DrawY=1656,OverrideDelta=51)
    205.    VariableLinks(0)=(DrawX=-2898,OverrideDelta=25)
    206.    ObjInstanceVersion=1
    207.    ParentSequence=Sequence'Main_Sequence'
    208.    ObjPosX=-2950
    209.    ObjPosY=1582
    210.    DrawWidth=106
    211.    DrawHeight=109
    212.    Name="SeqAct_Delay_5"
    213.    ObjectArchetype=SeqAct_Delay'Engine.Default__SeqAct_Delay'
    214. End Object
    215. Begin Object Class=SeqAct_StartAnimation Name=SeqAct_StartAnimation_1
    216.    AnimationName="Transformation"
    217.    InputLinks(0)=(DrawY=1626,OverrideDelta=13)
    218.    InputLinks(1)=(DrawY=1646,OverrideDelta=33)
    219.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_Delay'SeqAct_Delay_5')),DrawY=1626,OverrideDelta=13)
    220.    OutputLinks(1)=(DrawY=1646,OverrideDelta=33)
    221.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-3102,OverrideDelta=34)
    222.    ObjInstanceVersion=1
    223.    ParentSequence=Sequence'Main_Sequence'
    224.    ObjPosX=-3158
    225.    ObjPosY=1590
    226.    ObjComment="play anim"
    227.    bOutputObjCommentToScreen=True
    228.    DrawWidth=113
    229.    DrawHeight=85
    230.    Name="SeqAct_StartAnimation_1"
    231.    ObjectArchetype=SeqAct_StartAnimation'SonicGDK.Default__SeqAct_StartAnimation'
    232. End Object
    233. Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_11
    234.    ObjInstanceVersion=1
    235.    ParentSequence=Sequence'Main_Sequence'
    236.    ObjPosX=-2510
    237.    ObjPosY=1726
    238.    ObjComment="badnik location"
    239.    DrawWidth=32
    240.    DrawHeight=32
    241.    Name="SeqVar_Vector_11"
    242.    ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector'
    243. End Object
    244. Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_5
    245.    InputLinks(0)=(DrawY=1624,OverrideDelta=11)
    246.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_5')),DrawY=1624,OverrideDelta=11)
    247.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-3720,OverrideDelta=16)
    248.    VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_11'),DrawX=-3654,OverrideDelta=76)
    249.    VariableLinks(2)=(DrawX=-3583,OverrideDelta=148)
    250.    VariableLinks(3)=(DrawX=-3512,OverrideDelta=219)
    251.    ObjInstanceVersion=3
    252.    ParentSequence=Sequence'Main_Sequence'
    253.    ObjPosX=-3758
    254.    ObjPosY=1590
    255.    ObjComment="get badnik location"
    256.    DrawWidth=290
    257.    DrawHeight=77
    258.    Name="SeqAct_GetLocationAndRotation_5"
    259.    ObjectArchetype=SeqAct_GetLocationAndRotation'Engine.Default__SeqAct_GetLocationAndRotation'
    260. End Object
    261. Begin Object Class=SeqVar_Object Name=SeqVar_Object_91
    262.    ObjInstanceVersion=1
    263.    ParentSequence=Sequence'Main_Sequence'
    264.    ObjPosX=-3510
    265.    ObjPosY=2022
    266.    ObjComment="badnik"
    267.    DrawWidth=32
    268.    DrawHeight=32
    269.    Name="SeqVar_Object_91"
    270.    ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
    271. End Object
    272. Begin Object Class=UTSeqAct_AIFreeze Name=UTSeqAct_AIFreeze_2
    273.    InputLinks(0)=(DrawY=1626,OverrideDelta=13)
    274.    InputLinks(1)=(DrawY=1646,OverrideDelta=33)
    275.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_5')),DrawY=1636,OverrideDelta=23)
    276.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-3902,OverrideDelta=26)
    277.    ObjInstanceVersion=1
    278.    ParentSequence=Sequence'Main_Sequence'
    279.    ObjPosX=-3950
    280.    ObjPosY=1590
    281.    ObjComment="freeze AI"
    282.    DrawWidth=96
    283.    DrawHeight=85
    284.    Name="UTSeqAct_AIFreeze_2"
    285.    ObjectArchetype=UTSeqAct_AIFreeze'UTGame.Default__UTSeqAct_AIFreeze'
    286. End Object
    287. Begin Object Class=SeqEvent_EnemySeePlayer Name=SeqEvent_EnemySeePlayer_1
    288.    MaxWidth=131
    289.    OutputLinks(0)=(Links=((LinkedOp=UTSeqAct_AIFreeze'UTSeqAct_AIFreeze_2')),DrawY=1747,OverrideDelta=14)
    290.    OutputLinks(1)=(DrawY=1769,OverrideDelta=36)
    291.    OutputLinks(2)=(DrawY=1791,OverrideDelta=58)
    292.    OutputLinks(3)=(Links=((LinkedOp=SeqAct_SetBool'SeqAct_SetBool_4')),DrawY=1813,OverrideDelta=80)
    293.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_91'),DrawX=-4177,OverrideDelta=16)
    294.    VariableLinks(1)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_92'),DrawX=-4119,OverrideDelta=75)
    295.    ObjInstanceVersion=1
    296.    ParentSequence=Sequence'Main_Sequence'
    297.    ObjPosX=-4214
    298.    ObjPosY=1678
    299.    DrawWidth=132
    300.    DrawHeight=216
    301.    Name="SeqEvent_EnemySeePlayer_1"
    302.    ObjectArchetype=SeqEvent_EnemySeePlayer'SonicGDK.Default__SeqEvent_EnemySeePlayer'
    303. End Object
    304. Begin Object Class=SeqAct_AttachToEvent Name=SeqAct_AttachToEvent_1
    305.    InputLinks(0)=(DrawY=1592,OverrideDelta=11)
    306.    OutputLinks(0)=(DrawY=1592,OverrideDelta=11)
    307.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_17'),DrawX=-4216,OverrideDelta=16)
    308.    EventLinks(0)=(LinkedEvents=(SeqEvent_EnemySeePlayer'SeqEvent_EnemySeePlayer_1'),DrawX=-4150,OverrideDelta=93)
    309.    ObjInstanceVersion=1
    310.    ParentSequence=Sequence'Main_Sequence'
    311.    ObjPosX=-4262
    312.    ObjPosY=1558
    313.    ObjComment="attach created badnik to this event"
    314.    DrawWidth=147
    315.    DrawHeight=61
    316.    Name="SeqAct_AttachToEvent_1"
    317.    ObjectArchetype=SeqAct_AttachToEvent'Engine.Default__SeqAct_AttachToEvent'
    318. End Object
    319. Begin Object Class=SeqVar_Object Name=SeqVar_Object_17
    320.    ObjInstanceVersion=1
    321.    ParentSequence=Sequence'Main_Sequence'
    322.    ObjPosX=-4320
    323.    ObjPosY=1712
    324.    ObjComment="badnik"
    325.    DrawWidth=32
    326.    DrawHeight=32
    327.    Name="SeqVar_Object_17"
    328.    ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
    329. End Object
    330. Begin Object Class=SeqEvent_EnemySpawn Name=SeqEvent_EnemySpawn_1
    331.    Originator=EnemySpawnerInfo'EnemySpawnerInfo_2'
    332.    MaxWidth=249
    333.    OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToEvent'SeqAct_AttachToEvent_1')),DrawY=1578,OverrideDelta=13)
    334.    OutputLinks(1)=(DrawY=1598,OverrideDelta=33)
    335.    VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_17'),DrawX=-4418,OverrideDelta=94)
    336.    ObjInstanceVersion=1
    337.    ParentSequence=Sequence'Main_Sequence'
    338.    ObjPosX=-4542
    339.    ObjPosY=1510
    340.    ObjName="EnemySpawnerInfo_2 Enemy Spawn"
    341.    DrawWidth=162
    342.    DrawHeight=168
    343.    Name="SeqEvent_EnemySpawn_1"
    344.    ObjectArchetype=SeqEvent_EnemySpawn'SonicGDK.Default__SeqEvent_EnemySpawn'
    345. End Object
    346.  
     
  5. Ell678

    Ell678

    Am I Annoying You? Member
    2,378
    25
    28
    Barrow, England
    Sonic Incursion
    Xaklse, thank you so much! I'v incorporated it into my level and it works wonders! :D
     
  6. New 1.10.186 version is up!
    Source Code (requires UDK February 2013): BF / PL / TB / ZS

    What's new? In short:
    • Revamped the camera system which lets mappers change many more params and switch controls types.
    • Added better support for opening cinematics.
    • New Kismet node that controls title cards.
    • Enemies grant energy when destroyed.
    • Hyper Sonic.
    • Exposed many configurable particles to mappers.
    • ExtraLifeTrack, InvincibleTrack and SpeedBootsTrack are now configurable through MusicInfo.
    • Fixed a crashing bug related to chasing AIs.
    • Fixed a problem with gamepads in PlayInEditor (PIE) mode.
    • Many more fixes and minor improvements.
     
  7. Ell678

    Ell678

    Am I Annoying You? Member
    2,378
    25
    28
    Barrow, England
    Sonic Incursion
    Awesome as always Xaklse! One question - I'm still using the November build of UDK. If I get the February build and this version of SGDK, can I still continue with my level? Would anything be lost?
     
  8. I bet nothing would be lost, I didn't lose anything from my maps.

    You can have several UDK installs in your PC, just in case you want to test first.

    Oh! You probably will need to adjust the cameras, due to the new code I wrote.
     
  9. BlazeHedgehog

    BlazeHedgehog

    A "Community Enigma"? Oldbie
    1,467
    11
    18
    Enemies didn't give you boost energy? I could've sworn they did.
     
  10. Hmm, nope, enemies didn't give you energy; maybe in the initial modifications you did to the code...
     
  11. I coded a "GenericProjectile" for those of you who need a better working projectile; it will be included in the next update.

    LINK (drop the file into ...\UDKdir\Development\ Src\SonicGDK\Classes, the UDK editor should tell you what to do)
     
  12. [​IMG]
    WIP, and yes, it already works... Design by P3DR0.

    __________________________________________________

    Level by Ell678 (WIP):




    He deserves feedback, be nice and please him.

    .
     
  13. Andrew75

    Andrew75

    Technical Artist Member
    2,030
    107
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Looking good guys ! Cant wait to toy with the new menu system!
     
  14. Aerosol

    Aerosol

    Not here. Moderator
    11,163
    573
    93
    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    That level looks neat and all, but the hyper-realistic look just doesn't look right to me.
     
  15. Ell678

    Ell678

    Am I Annoying You? Member
    2,378
    25
    28
    Barrow, England
    Sonic Incursion
    Thank you so much Xaklse! Also, the menu looks sweet as, looking forward to using it.
     
  16. Chris Highwind

    Chris Highwind

    Member
    2,100
    16
    18
    Statesville, NC
    Slacking
    I kinda wish there were some more released levels for SonicGDK, running through that open-world Green Hill or the test map kinda got old for me.
     
  17. Azu

    Azu

    I must be stupid. Member
    Same. Though I never really finished anything. I really want to add grinding, but honestly, I haven't taken the time to learn uScript. <_<;
     
  18. Azookara

    Azookara

    yup Member
    I don't know what it is, but I really like the way GDK plays right now. Like, even more than I did before, and that's saying something. 8v

    Thinking about trying out adding wall jumping, slight wall running, or Mario 64-esque backward flips to this engine, because for some reason I feel like all of that would fit way too well.
     
  19. TimmiT

    TimmiT

    ¯\_(ツ)_/¯ Member
    Well, it does seem like the level is using pre-made assets for Unreal Engine 3. Haven't really used it so I can't say for sure.
     
  20. Aerosol

    Aerosol

    Not here. Moderator
    11,163
    573
    93
    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    This isn't a GDK specific question but...I'm following this tutorial here and, while the scripts up to the "create a level" video did compile correctly, I'm not seeing the gameinfo that the tutorial had me create in a script in the Gametype section. Little help?