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UED2 class package tutorial?

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UT Name: K.A.A.L.
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PostPosted: Mon Dec 20, 2010 3:35 am
PostPost subject:No icon UED2 class package tutorial?
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I want to make a new package with a copied new nali
with new names. To make him bigger heavier etc.
I already know how to edit the original multimesh ufile
but dont want to change it always before going on servers.
Would someone write or link a tutorial please ...?

Rolling Eyes


Last edited by DELETED on Wed Dec 22, 2010 12:51 am; edited 1 time in total
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UT Name: Zacman_The_Damned UT Since: 2006
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PostPosted: Mon Dec 20, 2010 10:57 am
PostPost subject:No icon Re: UED2 class package tutorial
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All you need to do is make a Subclass... Open it in UnrealEd, go to the ACTOR browser, Right-Click on the Nali Class (You know where it is I assume?) go NEW and make your new one in the package you want, then, change the settings, SAVE the .u package, and create a new .int in your system folder:

[Public]
Object=(Name=KaalsNaliDude.KND,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="Kaal's Nali Dude")

Replace the KaalsNaliDude with whatever you saved yout package as, KND with whatever the class is, Kaal's Nali Dude with whatever you want it to be called  Very Happy1
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PostPosted: Mon Dec 20, 2010 2:07 pm
PostPost subject:No icon Re: UED2 class package tutorial
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Thanks! But since this was an example
does this package then work on its own - without the original multimesh ufile ...?
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PostPosted: Tue Dec 21, 2010 6:10 am
PostPost subject:No icon Re: UED2 class package tutorial
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No, you need Multimesh installed (Since you're subclassing the Multimesh Bot Classes)
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PostPosted: Tue Dec 21, 2010 10:23 pm
PostPost subject:No icon Re: UED2 class package tutorial
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Uhum - thanks!
Let me explain my current problem -
maybe you know a solution.

I opened MH-LandsOfNaPali to copy the HellFire flak cannon.
I found it direct under TournamentWeapons and subclassed a new TournamentWeapon
package and filled in the properties of the weapon and the projectiles also imported the textures.
Now I changed everything and saved my new HellFireCannon package.
But after importing it with stuffswapper the weapon though looks ok but cant shoot.
I also noticed when doubleclicked in the ACB it doesnt show the same script.
Only a few lines definig the names ect.
I will now try to subclass UTFlak but what if that also wont work ,,, ,?
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PostPosted: Wed Dec 22, 2010 12:34 am
PostPost subject:No icon Re: UED2 class package tutorial
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Now - the subclassing also doent work well!
I already have a changed multimesh for exchange for offline play with
Skaarj - drawscale 1.1 - collosionheight 42.5 - health 200 - which works fine even as player.
Now when i did what you suggested - subclassing with new names all seems fine
until the bot jumps in the acid and doesnt take any damage.
Also is the player mode totally confusing since its now in triple speed
with double arm length and also acid resistant ... .  

EDIT: I guess the best thing would be a modified multimesh file with new names ect. ... .
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PostPosted: Wed Dec 22, 2010 3:08 pm
PostPost subject:No icon Re: UED2 class package tutorial?
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Did you remember to compile scripts? If you don't click the Compile Changed Scripts button, strange things happen.
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PostPosted: Wed Dec 22, 2010 4:40 pm
PostPost subject:No icon Re: UED2 class package tutorial?
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Didnt know that at all - thanks ... .
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PostPosted: Wed Dec 22, 2010 6:22 pm
PostPost subject:No icon Re: UED2 class package tutorial?
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NP ^^ Even if you didn't change the code, new classes ALWAYS must be compiled or many strange things will happen. Also, when naming classes

-NEVER use spaces (Use Underscores)
-Avoid Numbers, they can cause compile errors for some strange reason unless on the end
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PostPosted: Fri Dec 24, 2010 4:54 pm
PostPost subject:No icon MODEL SCALING AND SUBCLASSING
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Now I explain in detail how new playerclasses can be made!
Open UnrealEditor>ActorClasses>Pawn>Bot/PlayerPawn> where the bot and player classes are.
Consider that for certain pawns either the nalifix cowfix multimesh or skeletalcharsfix files need to be loaded first.  
Now find the original class you like to edit and right click "new" on the name.
After defining the new package and class name hit in the appearing window under tools - Compile Changed Script.
You must do this for the same bot and player pawn.
Then you can play around with the new classes properties like drawscale fatness ect..
But all changes must be made for bot and playerclass the same way.
Start with the new menu name in the pawn property.
If you edit the drawscale to change the size you must find out the correct collosion height ingame.
Now you can save the new package - hit showpackages and check yours before.
After this copy a int file from the system folder and open it with a text editor.
The new class needs the following text:

[Public]
Object=(Name=MyPackage.MyClass,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="My Class")
Object=(Name=MyPackage.MyClassBot,Class=Class,MetaClass=BotPack.Bot,Description="My Class")

find the correct names under the properties object and pawn.
Save the int file and rename it to your packages name.
You may also compile again by doubleclicking the classes in the browser but I dont know if thats necessary.
Now the new characters should be selectable ingame for bots and players.
If not just try again considering small and big typing and eventually false source classes.
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PostPosted: Sat Dec 25, 2010 7:10 pm
PostPost subject:No icon Re: UED2 class package tutorial?
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Yup thats right ^^ The Public always must be there. also, so you know...

Gametype:
Object=(Name=MyPackage.MyGameType,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Voicepacks:
Object=(Name=MyPackage.MyVoicePack,Class=Class,MetaClass=BotPack.VoiceMale,Description="Voicepack Name")
Mutators:
Object=(Name=MyPackage.MyMutator,Class=Class,MetaClass=Engine.Mutator,Description="MutatorName,Mutator Description for bottom bar")
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PostPosted: Thu Dec 30, 2010 5:51 pm
PostPost subject:No icon Re: UED2 class package tutorial?
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Despite I mapped years and years I need something I forgot.

How do I make a Winter Tree5 (Decoration-Trees-Tree5),
In Botpack I found the texture that is used for the mesh, photoshopped and imported it again in a custom .utx file.
I want equip Tree5  with my photoshopped texture, and place it in my map. Im about to rebuild Artic Adventure, so I need wintertrees you know Confused

I forgot It all, been years for me since I made custom meshes/subclassing  etc....
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