I'm in college for physics. I really like programming.

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peterpanties
peterpanties - - 11 comments @ jsmars

Thanks for the comment. Right now i'm working on just getting fonts into the game, haha. It might be some time before I'm able to get a tutorial like the one you're suggesting. However, that is my eventual goal.

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #6: Post Processing

LocalPlayer = LocalPlayer( PlayerController( Other.Controller ).Player );
Also could you explain this a bit more. The small casting sectino on UDN didn't explain w hat it was very well.

Is LocalPlayer a singleton class? Only one object of it exists?

It seems like we're doing a LocalPlayer.PlayerController. but then I get lost at the Other.Controller..

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #6: Post Processing

For the first life works as expected. Once I die and respawn though, the darkness effect (desaturation) goes away and only the motion blur remains.
A contributor? Also, do you think there's a way to reset it once the player is killed? So that he can see what all is around him?

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #5: Attachments

Also, for your tabbing. If you try putting down an Anchor before you paste your tabbed text, I think it works better. At least it worked for me once haha. Thanks for the tips.

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #5: Attachments

ModifyPlayer is executed on every Pawn as it is spawned in the game. Good to know. Also, AddAttachment is defined in Actor so pretty much anything in the game can have it. Sweet. Still don't understand the component stuff though.

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #5: Attachments

Also, what's the difference between a spotlight component and spotlight moveable or toggeable that we see in the editor?

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #5: Attachments

Ah, I figured it out. I had added an extra } to where I thought there was one missing. Code (while ugly due to tabbing) works as is. However, I do wonder does default properties have to be at the end of a file? Or can it be anywhere? A note about that could be helpful.

Also some more description on exacty modifyplayer is working would be helpful. Where is it getting the list of all the pawns? When does it cycle through them? Curious. Good stuff though.

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #5: Attachments

Does all this code go in one file? Or do I need to put modifyplayer in a different file? I get a runtime error when I use the mutator.

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peterpanties
peterpanties - - 11 comments @ Rantings of Programmerman #4

Hey, is this mutator week still going on?

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #4: Advanced Weapons (part 1) - Complex Materials

Also, I added a panner to the top texture too and made the speed 2 for x and y to create an even crazier electric effect. It looks a little better than the static electric effect

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peterpanties
peterpanties - - 11 comments @ Unreal Learning #4: Advanced Weapons (part 1) - Complex Materials

That was sort of confusing and difficult to follow at times. I did successfully finish it though. Once I connected the multiply to the constant 4 at the end then tagged that into the opacity field i had an error in the top left that read "Maximum texture dependancy length 1", normal? Good tutorial tho, thanks.

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