its a typo
f just means floating point variable if i'm not mistaken...
"a digital representation of a number with a specified number decimal places, or fractional part, used to represent real numbers; contrast with integer"
sli is short for slider
yeah i couldn't see the button bar in the UT3 editor either - i think that's just hte way it is (not sure)
right, i've found the problem:
where you said "Back click in the window of the Generic Browser, and select the New UIScene Option." i didn't know what back click was (i'm guessing thats a typo?) so instead i clicked on new and then selected UIScene from the Factory drop down list (doing it this way does not load up the UIScene editor).
I'm guessing you meant right click > New UIScene (this method does load up the UIScene editor)
thanks ambershee!
i restarted from scratch, didn't really do anything different apart from create a folder called 'UTUI_Scenes_PlayerTweak'. It picked it up now :)
however, when i click on OK it doesn't seem to display the UIScence Editor - it just takes me back to the greneric browser
any ideas how to bring up the UIScene Editor and load the UIScene package i just created?
thanks
Cybran
Thanks ambershee,
i'll restart the tutorial from scratch just in case and let you know my findings
Cybran
Thanks Ambershee,
much appreciated!
still re-learning OOP - been so so long :)
Hi,
where you said on page 3:
"Now we need to tell the editor that our UIScene isn't just a UIScene, but it's also a UTUIFrontEnd_PlayerTweakMenu. Go into the UISceneClass drop down list in the options and look for our UTUIFrontEnd_PlayerTweakMenu class."
i can't find the UTUIFrontEnd_PlayerTweakMenu class from the drop-down list. I've built the PlayerTweak package with the 2 classes in it. I've also made a copy of the .u file and placed it in the CookedPC folder. Then i loaded up Unreal Ed and followed your instructions but it's still not there.
any ideas?
Thanks!
Cybran
hey dude,
just wondering if you could clear something up for me (im a bit confused) where you said:
"We create a function to over ride the InitMutator() function in the Mutator class - this means that this new function is used instead of the one in Mutator. Because we also want it to do everything that it does in Mutator, we add Super.InitMutator() at the end - the super keyword tells the unrealscript compiler to look at the class we extended and call the function after the keyword - nifty!"
The Class FirstMutator extends UTMutator and the Class UTMutator extends Mutator right? You said the super keyword tells the unrealscript compiler to look at the class we extended (e.g. UTMutator) and call the function InitMutator(). But UTMutator doesn't contain the function InitMutator() - the Mutator class does.
So really what i would like to know is; does 'super' automatically traverse up the class tree until it finds the function InitFunction()?
thanks in advance
quality tutorials by the way! :)
Cybran
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