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Offline Spanky

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Compiling
« on: Saturday, January 14, 2012, 17:51:03 PM »
Jonny, you're able to compile mods for 2.5 right? I was wondering if you could compile something for me;

Quote
//   This trigger allows mappers to change some of the zone properties using a trigger.
//   The specific case this class was written for was to enable a switchable "escalator"
//   zone to be created, where the escalator could move in two directions at once.
//
//   The Zone property changer is a one way assignment of values.  It will change the
//   properties of its target zone once.  In order to revert them back to their original
//   values an additional Zone property changer object would be required (possibly triggered
//   by a round robin trigger).
//
//   Version By  Description
//   ------- --- -------------------------------------------------------------------------
//   1.00    DML Created for Pitboy from the UT Editing fourm.
class TriggeredZonePropertyChanger extends Actor placeable;
 
var ZoneInfo     zoneObject;
var() name   TargetZoneTag;
 
var(ZoneData) vector zZoneGravity;
var(ZoneData) vector zZoneVelocity;
var(ZoneData) float  zZoneGroundFriction;
var(ZoneData) float  zZoneFluidFriction;
var(ZoneData) float  zZoneTerminalVelocity;
var(ZoneData) name   zZonePlayerEvent;
var(ZoneData) int    zDamagePerSec;
var(ZoneData) name   zDamageType;
var(ZoneData) localized string zDamageString;
var(ZoneData) localized string zZoneName;
 
//var(ZoneFlags) bool   zbWaterZone;
var(ZoneFlags) bool   zbNeutralZone;
var(ZoneFlags) bool   zbGravityZone;
var(ZoneFlags) bool   zbPainZone;
var(ZoneFlags) bool   zbDestructive;
var(ZoneFlags) bool   zbNoInventory;
var(ZoneFlags) bool   zbMoveProjectiles;
var(ZoneFlags) bool   zbBounceVelocity;
 
var(ZoneLight) byte zAmbientBrightness, zAmbientHue, zAmbientSaturation;
var(ZoneLight) color zFogColor;
var(ZoneLight) float zFogDistance;
var(ZoneLight) float zTexUPanSpeed, zTexVPanSpeed;
var(ZoneLight) vector zViewFlash, zViewFog;

I compiled it in the editor but it critical error's AA 2.5. I'm guessing it's the version difference...

In a nutshell, this actor will allow me to change ambientbrightness of a room instead of doing it with dynamic lights which is very taxing and ugly. When you compile, name it mAAp_Actors.u pretty please :)
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Offline Koden

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Re: Compiling
« Reply #1 on: Saturday, January 14, 2012, 18:01:54 PM »
Tasty things going on :D :D you're planning to use it for a on/off light switch?

Quote
This trigger allows mappers to change some of the zone properties using a trigger.
//   The specific case this class was written for was to enable a switchable "escalator"
//   zone to be created, where the escalator could move in two directions at once.


Offline BlueBlaster

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Re: Compiling
« Reply #2 on: Saturday, January 14, 2012, 18:03:19 PM »
Nate, we can compile things with ucc.exe



Offline Spanky

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Re: Compiling
« Reply #3 on: Saturday, January 14, 2012, 18:08:32 PM »
Tasty things going on :D :D you're planning to use it for a on/off light switch?
Bingo.

Nate, we can compile things with ucc.exe
How? Despite having all the files and tools and even working with Crusade, I don't know how to compile =\ If you can do it Blue then get on it! :)
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Offline BlueBlaster

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Re: Compiling
« Reply #4 on: Saturday, January 14, 2012, 18:45:25 PM »
Dropbox



Offline Spanky

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Re: Compiling
« Reply #5 on: Saturday, January 14, 2012, 18:50:04 PM »
o.O Just sat down to lunch. So tempting to open the editor and try it out...
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Offline Spanky

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Re: Compiling
« Reply #6 on: Saturday, January 14, 2012, 19:09:19 PM »
Quote
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3870 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 275 (8562)

Bad expr token 57

History: SerializeExpr <- (57) <- SerializeExpr <- (6C) <- SerializeExpr <- (8B) <- SerializeExpr <- (94) <- SerializeExpr <- (CA) <- SerializeExpr <- (72) <- SerializeExpr <- (12) <- SerializeExpr <- (9D) <- SerializeExpr <- (A3) <- SerializeExpr <- (FF) <- SerializeExpr <- (FF) <- SerializeExpr <- (FF) <- SerializeExpr <- (FF) <- SerializeExpr <- (FF) <- UStruct::Serialize <- (Class mAAp_Actors.TriggeredZonePropertyChanger) <- UState::Serialize <- UClass::Serialize <- (Class mAAp_Actors.TriggeredZonePropertyChanger) <- LoadObject <- (Class mAAp_Actors.TriggeredZonePropertyChanger 1170==1170/4035 1085 94) <- ULinkerLoad::Preload <- ULinkerLoad::Preload <- ULinkerLoad::CreateExport <- (TriggeredZonePropertyChanger0 915294) <- IndexToObject <- ULinkerLoad<<UObject <- (LinkerLoad Package.LinkerLoad 915294)) <- ULevelBase::Serialize <- ULevel::Serialize <- LoadObject <- (Level mp_pipeline.myLevel 915294==915294/28906287 903540 11812) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Level None.MyLevel mp_pipeline) <- LoadLevel <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Same error I got with the one I compiled in the editor.
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Offline Spanky

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Re: Compiling
« Reply #7 on: Saturday, January 14, 2012, 19:39:03 PM »
I got it to compile properly. Turns out I had a tutorial from Crusade and it actually worked. This snip of code isn't doing anything though, maybe I don't have it implemented properly.
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Offline BlueBlaster

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Re: Compiling
« Reply #8 on: Saturday, January 14, 2012, 19:40:21 PM »
Gimmie le tutorial so I can compile it.



Offline Spanky

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Re: Compiling
« Reply #9 on: Saturday, January 14, 2012, 19:43:35 PM »
It's on Dropbox. I'm still going to play with it a bit. Did you alter the code at all?
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Offline BlueBlaster

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Re: Compiling
« Reply #10 on: Saturday, January 14, 2012, 19:48:17 PM »
This is bullshit and I basically did the same as the tutorial. I get the same error as you when the game loads the map.

Am I supposed to use the u files from 2.5 and not the editor when compiling? Because the 2.5 u files don't actually have any code in them since they're stripped.



Offline Spanky

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Re: Compiling
« Reply #11 on: Saturday, January 14, 2012, 19:52:12 PM »
Yea, I'm pretty sure the AAOClass is very important (I should have uploaded that for you, it's on Dropbox now). There's something different in it than the code we have in the editor. It's compiling and loading fine for me, I even see the eaglehead in-game but it's just not doing anything. I think there's stuff lacking in the code something about when triggered do this.
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Offline Spanky

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Re: Compiling
« Reply #12 on: Saturday, January 14, 2012, 19:57:45 PM »
Hmmm, apparently this mod was made for UT, not UT2004. Probably for UE1 =\

*EDIT*
RAGE!!!! I didn't realize there was a scrollbar on the page... Here's the full code:
Quote
//   This trigger allows mappers to change some of the zone properties using a trigger.
//   The specific case this class was written for was to enable a switchable "escalator"
//   zone to be created, where the escalator could move in two directions at once.
//
//   The Zone property changer is a one way assignment of values.  It will change the
//   properties of its target zone once.  In order to revert them back to their original
//   values an additional Zone property changer object would be required (possibly triggered
//   by a round robin trigger).
//
//   Version By  Description
//   ------- --- -------------------------------------------------------------------------
//   1.00    DML Created for Pitboy from the UT Editing fourm.
class TriggeredZonePropertyChanger extends Actor;
 
var ZoneInfo     zoneObject;
var() name   TargetZoneTag;
 
var(ZoneData) vector zZoneGravity;
var(ZoneData) vector zZoneVelocity;
var(ZoneData) float  zZoneGroundFriction;
var(ZoneData) float  zZoneFluidFriction;
var(ZoneData) float  zZoneTerminalVelocity;
var(ZoneData) name   zZonePlayerEvent;
var(ZoneData) int    zDamagePerSec;
var(ZoneData) name   zDamageType;
var(ZoneData) localized string zDamageString;
var(ZoneData) localized string zZoneName;
 
//var(ZoneFlags) bool   zbWaterZone;
var(ZoneFlags) bool   zbNeutralZone;
var(ZoneFlags) bool   zbGravityZone;
var(ZoneFlags) bool   zbPainZone;
var(ZoneFlags) bool   zbDestructive;
var(ZoneFlags) bool   zbNoInventory;
var(ZoneFlags) bool   zbMoveProjectiles;
var(ZoneFlags) bool   zbBounceVelocity;
 
var(ZoneLight) byte zAmbientBrightness, zAmbientHue, zAmbientSaturation;
var(ZoneLight) color zFogColor;
var(ZoneLight) float zFogDistance;
var(ZoneLight) float zTexUPanSpeed, zTexVPanSpeed;
var(ZoneLight) vector zViewFlash, zViewFog;
 
/*
   This function is called when the event used to trigger the zone property change occurs.
   It is responsible for setting the zone properties of the target zone to the values itself
   holds.
   The Tag property of the target ZoneInfo object to update must be specified within the
   TargetZoneTag property of this object.
*/
function ZoneInfo getTargetZone()
{
   local ZoneInfo zone;
 
   if (zoneObject == None)
   {
      foreach AllActors( class 'ZoneInfo', zone, TargetZoneTag )
         zoneObject = zone;
   }
   return zoneObject;
}
 
/*
   This is the main Trigger function - it is called whenever the actor is triggered by an
   event.  It simply assigns the properties associated with this object directly to the
   ZoneInfo it points at.
*/
event Trigger( Actor Other, Pawn EventInstigator )
{
   local ZoneInfo zone;
    zone = self.getTargetZone();
 
   if ( zone != None )
   {
      zone.ZoneGravity = self.zZoneGravity;
      zone.ZoneVelocity = self.zZoneVelocity;
      zone.ZoneGroundFriction = self.zZoneGroundFriction;
      zone.ZoneFluidFriction = self.zZoneFluidFriction;
      zone.ZoneTerminalVelocity = self.zZoneTerminalVelocity;
      zone.ZonePlayerEvent = self.zZonePlayerEvent;
      zone.DamagePerSec = self.zDamagePerSec;
      zone.DamageType = self.zDamageType;
      zone.DamageString = self.zDamageString;
      zone.ZoneName = self.zZoneName;
 
          //zone.bWaterZone = self.zbWaterzone;
      zone.bNeutralZone = self.zbNeutralZone;
      zone.bGravityZone = self.zbGravityZone;
      zone.bPainZone = self.zbPainZone;
      zone.bDestructive = self.zbDestructive;
      zone.bNoInventory = self.zbNoInventory;
      zone.bMoveProjectiles = self.zbMoveProjectiles;
      zone.bBounceVelocity = self.zbBounceVelocity;
 
      zone.AmbientBrightness = self.zAmbientBrightness;
      zone.AmbientHue = self.zAmbientHue;
      zone.AmbientSaturation = self.zAmbientSaturation;
      zone.FogColor = self.zFogColor;
      zone.FogDistance = self.zFogDistance;
      zone.TexUPanSpeed = self.zTexUPanSpeed;
      zone.TexVPanSpeed = self.zTexVPanSpeed;
      zone.ViewFlash = self.zViewFlash;
      zone.ViewFog = self.zViewFog;
   }
}
 
defaultproperties
{
     zZoneGravity=(Z=-950.000000)
     zZoneGroundFriction=8.000000
     zZoneFluidFriction=1.200000
     zZoneTerminalVelocity=2500.000000
     zbMoveProjectiles=True
     zAmbientSaturation=255
     zTexUPanSpeed=1.000000
     zTexVPanSpeed=1.000000
     bHidden=true
}
« Last Edit: Saturday, January 14, 2012, 19:59:44 PM by Spanky »
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Offline Spanky

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Re: Compiling
« Reply #13 on: Saturday, January 14, 2012, 20:10:44 PM »
Even with all the code, I can't get it to work :(
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Offline BlueBlaster

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Re: Compiling
« Reply #14 on: Saturday, January 14, 2012, 20:28:58 PM »
Whoaaaaaaaaaaa.

What version is aaoclass from? There are portions of code that refer to packages that aren't like the default AA style (sounds S-, textures T-, staticmeshes M-, etc). The package it refers to is EM_ and I can't figure out what that could have been.

I know for sure this didn't come from an official source but was made poorly by someone who exported the u files with ucc.exe and then removed portions of the code that referred to any packages. I know for sure because for the past few days I've decompiled some of the u files for the editor so I can change the code and recompile them.



 

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