UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

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GUI (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : Coding (Bugs / Things to do) : GUI) Locked
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Crusha
Crusha Mapping and Coding Crocodile
Nov 15 2010 Anchor

Ok, I came up with a design for the Team/Class selection.

Faction selection

Class selection

Unfortunately I don't own a Flash Editor, so hopefully someone else here does and can make such a menu. I will care about the code implementation then, although I don't know yet how exactly such tab-switching is done in UScript.

The "Settings" tab is a placeholder for now.

Geodav
Geodav UT40k Team Leader
Nov 17 2010 Anchor

nice idea, the only problem i think we'll have with that is that the teams need to be set before the map is opened that way we can use a mutator to switch the vehicles to suit the teams,
i've got the 30 day trial for Flash but haven't touched it yet as that needs alot of learning, also it needs a lot of work between action script and Unrealscript for things to work properly

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Crusha
Crusha Mapping and Coding Crocodile
Nov 17 2010 Anchor

Don't know what exactly is the problem. We can just make a special Info-Actor that the level designer places into the map and where he can set with an enum which factions are fighting on the map (or do you want to let basically every faction play on a map and just let the player choose which two will do it this round?) or even use a custom MapInfo class for that which is then referenced in the WorldInfo.

And you don't really need a mutator for the vehicles, just a VehicleFactory in which you can set which vehicle it should spawn when it's owned by which faction (should it spawn the vehicles of a faction when they overtake a factory, or should it then continue spawning the vehicles of the faction that originally owned the factory?).

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Nov 17 2010 Anchor

Crusha wrote: (or do you want to let basically every faction play on a map and just let the player choose which two will do it this round?)


I believe the answer is both. Potentially there will be "no man's land" maps that any 2 factions can play on (these will have generic decorations), and there will be objective based maps that will always be X faction against Y faction (such as Orks assaulting a Space Marine fortress, and any other factions will not match with the decorations).

I think flexibility is the key though. If you set it up to allow the player(s) to choose they can set it up with the factions that are recommended in the map's description or they can do whatever they want.

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Geodav
Geodav UT40k Team Leader
Nov 18 2010 Anchor

@Crusha can you do that !!!!! i'm only working on how it was done for our UT2004 mod (the UT3 didn't get that far) where we had access to lots of maps, this time round we have to make the maps ourselves, but i would like it to generic maps so we need a system to change the vehicle factorys to the owning faction, i've seen somewhere in the code about Team static meshes but have no idea how that works.

as you have realised my knowledge of what can or can't be done via code is very limited, the thing is that i don#t want to over load you with what would be nice till we have a working faction/class section.

atm i don't think the the playercontroler "knows" which faction it has (October UDK) which is why the players team gets mixed up

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Dec 2 2010 Anchor

Yes Ministry has it correct. We will have a gametype where the maps have 2 set factions. And then there can be another gametype where the host/players choose any 2 factions and then proceed to play out the map.

Also, Crusha i can use Flash quite well. I havnt used it in a while, but im sure it wouldnt be too hard to pick it up again.

However when trying to create my GUI I just had absolutely no idea where to start. Like do i just make all the buttons and animations and then you link this in with Uscript? And what do i put in the "Race Selection" tab which is determined by the map?

If me and you could coordinate over steam Crusha im sure i would be able to whip up a decent GUI in no time. What do you think?

Edited by: biggest_kid

Crusha
Crusha Mapping and Coding Crocodile
Dec 8 2010 Anchor

Here is the official tutorial about Scaleform: Youtube.com

However, we don't necessarily need to do this with Flash. We can also use the "classic HUD" and draw directly on the Canvas. Only thing that would be hard to solve that way is to find out where the user has his mouse and if it's on a button (since there is no such thing like a real button then). But Scaleform would be a lot easier probably.

Sorry, I couldn't put much time into this yet and also don't think I will get after all because I have a pretty tight schedule with our own project. However, once I figured a class system out in our project will I try to get at least the framework working for you here, just without the fancy HUD.

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Dec 10 2010 Anchor

Well i am about halfway through doing up a basic screen with simple placeholder art, so we might aswell continue using scaleform. Im having some problems with CLIK but it should be done soon.

And dont we already have the framework for a class system? Im pretty sure our previous coder did that for us too.

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Geodav
Geodav UT40k Team Leader
Dec 11 2010 Anchor

the class system from Brold only half worked so far, carry on with what your doing and we'll see what we can get it to do, i'll be looking into this a bit more over the next few weeks

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Dec 18 2010 Anchor

Geodav wrote: the class system from Brold only half worked so far, carry on with what your doing and we'll see what we can get it to do, i'll be looking into this a bit more over the next few weeks


Not true, it works fully, it just doesn't change everything that Geodav wanted it to change. The things that it changes can be easily altered and the necessary updates should be trivial for any coder.

Geodav
Geodav UT40k Team Leader
Dec 18 2010 Anchor

what i meant is that your code deosn't do all that we need, while the changes/add-ons may be trivial for a coder it's damn hard work for me
if you can now run UDK then let me know and i#ll get some content for you to work with

just out of interest would there be away of getting the DefaultClassBasedGamePawnFactory to read and change the FamilyInfo

Edited by: Geodav

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Dec 21 2010 Anchor

Geodav wrote: what i meant is that your code deosn't do all that we need, while the changes/add-ons may be trivial for a coder it's damn hard work for me
if you can now run UDK then let me know and i#ll get some content for you to work with


The problem hasn't really been that I can't run the UDK, merely that I'm waiting to see progress from other team members before I invest more effort.

Geodav wrote: just out of interest would there be away of getting the DefaultClassBasedGamePawnFactory to read and change the FamilyInfo


Yeah, the code to do it can be placed inside of the setPawnProperties function.

Geodav
Geodav UT40k Team Leader
Dec 22 2010 Anchor

ok i've set up a simple scaleform menu (buttons) to select the basic classes, atm i'm having problems linking the scaleform with unrealscript, no being a coder doesn't help but I will get there

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Dec 24 2010 Anchor

Yeh thats what im having trouble doing geodav, ive got all my buttons working in flash, but i have no idea how to make them work with unrealscript.

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Geodav
Geodav UT40k Team Leader
Dec 24 2010 Anchor

ok i've got most of the buttons working apart from the close menu which is still causing me problems, when i get this fixed i'll do a new build,
don't expect much as it's just a test to see if i can get it to work, and learn the workflow

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Dec 27 2010 Anchor

OK ive got all my scenes(frames) setup in flash, do you know how to use actionscript to change from one frame to another when a button is pressed geo?

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Geodav
Geodav UT40k Team Leader
Dec 27 2010 Anchor

ok if you use actionscript to do it then just follow the scaleform tutorials

the way epic does it with the UDK menu is that each page is a sepperate swf file which is then opened and closed via unrealscript + a load of other stuff to make it pretty

you can find the tutorial files here UDK-2010-12\Development\Flash\CLIK\tutorial just open the file and copy/paste the actionscript, i like a fool copied it from watching the video :(

// This function will be called when the optionsBtn is clicked.
//
function OpenOptionsScreen() {
	gotoAndPlay("optionsScreen");
}


btw i posted a little pic of the test menu, i'll update the ftp when i get it to work in the team game :(

Edited by: Geodav

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Dec 30 2010 Anchor

Ok i managed to get my buttons to work, i will attach a file so u guys can see how my class selection screen is panning out.

Zshare.net

You just have to wait 50seconds then click the link that shows up to view it. So what do you guys think? Obviously this a roughly skinned version of the class selection screen, and the place holder art will be replaced in the final version haha.

Edited by: biggest_kid

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Geodav
Geodav UT40k Team Leader
Dec 30 2010 Anchor

looks like a good start to me
better than what i did

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