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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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KarmaExampleUT2003 |
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Last updated by James Golding (jamesg@epicgames.com).
This really simple map (KarmaExample.ut2) just shows a few things you can do with Karma actors in UT2003. NOTE! You MUST set your Physics Detail to High before loading this map.
This uses a KHinge between the panel and the ground, with its KAltDesiredAngle set to about 45 degrees. KHingeType is then set to HT_Springy, and its initial state (under Object in the properties window) is set to ToggleDesired. That means, each time it is triggered, it will toggle whether it goes to KDesiredAngle or KAltDesiredAngle. When you touch the trigger nearby, the springyness causes the panel to rise and throw the pipes into the air. Tiggering it again causes it the spring back to the floor. If we left bKDisableCollision at its default of 'true', the panel would pass through the ground as collision between is and the level would be disabled. So we set that to 'false'.
This uses another HT_Spring KHinge to hold the door to the world. We leave bKDisableCollision as true so the door doesn't rub against the level geometry. However, to prevent the door swinging open too far (or in this example, at all!), we use a KConeLimit as well. We set the direction of the cone limit to point across the doorway, and set the cone KConeHalfAngle to be about +\- 22.5 degrees (or about 4000 in ureal units). We also increase the stiffness of the limit quite a lot so the stops are quite hard. At this time you can only open the doors by shooting them, not by pushing them.
This again uses a KHinge to hold the fan up, but this time we set KHingeType to HT_Motor. Then we set its initial state to ToggleMotor - this means Triggering it will turn the motor on, and triggering it again will turn the motor off. Note that when you trigger the motor off, it will try to maintain its new position, by setting itself to HT_Controlled until triggered again. This allows you to build cranes etc.
Attachment: | Action: | Size: | Date: | Who: | Comment: |
KarmaExample.ut2 | action | 378408 | 30 Jan 2003 - 23:35 | EpicGames | Karma Example |
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