For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

Need some UE2 Coder's Help

Unreal2 seems to vanish more and more too. Time to put it up here :)
Post Reply
Rodion Kuzevanov

Need some UE2 Coder's Help

Post by Rodion Kuzevanov »

If UT2004 posts are not compatible with OldUnreal forums rules, then please just warn me about writing that post.

That's a post about UT2004. I posted it here, because UT2004 forums are pretty dead or it's very hard to find active forums of this game now. And the second reason, I think that U2 and UT2004 engines are similar between them.

The main reason why I wrote that post is - I need a help from a UE2 coder. I tried to learn UScript myself and read the tutorials, but I can't understand it, because I'm art-oriented person more.

I don't know how to write Custom Species(for Custom Characters) and assigning custom sounds for them, the structure of those things looks like a hard-understandable mess.

If you are experienced UE2 coder and can do that, then please help me if you can.
(I'm UT2004 skinmaker(model-importer), if you are interested in that info).
User avatar
.:..:
OldUnreal Member
Posts: 1634
Joined: Tue Aug 16, 2005 4:35 am

Re: Need some UE2 Coder's Help

Post by .:..: »

Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):
  • Create a code package that you name as Mod (in this example let's name it SkaarjGod, so SkaarjGodMod). Read how it's done here: https://wiki.beyondunreal.com/Legacy:Compiling_With_UCC
  • Within that package you need to create a PlayerRecordClass that you name after the character (SkaarjGodMod/Classes/SkaarjGod.uc), with following code:

    Code: Select all

    class SkaarjGod extends PlayerRecordClass;
    
    defaultproperties
    {
          Species=Class'SkaarjGodSpecies'
          MeshName="SkaarjGod_rc.SkaarjGM"
          BodySkinName="SkaarjGod_rc.SkaarjSkin"
          FaceSkinName="SkaarjGod_rc.SkaarjFace"
          Portrait=Texture'SkaarjGod_rc.JSkaarjPotrait'
          TextName="Some Skaarj God?"
          VoiceClassName="SkaarjGodMod.SkaarjGodVoice"
          Sex="Male"
          Menu="Skaarj God"
    }
  • Then a new Species:

    Code: Select all

    class SkaarjGodSpecies extends SPECIESSkaarj;
    
    defaultproperties
    {
          SpeciesName="GOD Species"
          MaleSoundGroup="SkaarjGodMod.SkaarjGodSound"
    }
  • New SoundGroup:

    Code: Select all

    class SkaarjGodSound extends xAlienMaleSoundGroup;
    
    defaultproperties
    {
          DeathSounds=() // Empty array
          DeathSounds(0)=Sound'SkaarjGod_rc.SkaarjDeathSnd'
          PainSounds=() // Empty array
          PainSounds(0)=Sound'SkaarjGod_rc.SkaarjPainSnd'
    }
  • New voice pack (if you desire):

    Code: Select all

    class SkaarjGodVoice extends AlienMaleVoice;
    
    defaultproperties
    {
          TauntSound(0)=Sound'SkaarjGod_rc.SkTaunt1'
          TauntString(0)="Gurgle"
          TauntSound(1)=Sound'SkaarjGod_rc.SkTaunt2'
          TauntString(1)="More Gurgle"
    }
In this example I suggested to put all code files inside the SkaarjGodMod package, then all sounds/textures/models inside SkaarjGod_rc package which you can save as a single animation package.

That is the short version of it.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
Rodion Kuzevanov

Re: Need some UE2 Coder's Help

Post by Rodion Kuzevanov »

Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):

That is the short version of it.
Thank you very much, everything works fine! But the only problem is - sounds are too quiet. What I should to do for fixing that?
User avatar
.:..:
OldUnreal Member
Posts: 1634
Joined: Tue Aug 16, 2005 4:35 am

Re: Need some UE2 Coder's Help

Post by .:..: »

Well primarily you should upper the volume of the sound files.

But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:

Code: Select all

static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
      P.TransientSoundVolume = 1;
      return Super.Setup(P,rec);
}
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
Rodion Kuzevanov

Re: Need some UE2 Coder's Help

Post by Rodion Kuzevanov »

Well primarily you should upper the volume of the sound files.

But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:

Code: Select all

static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
      P.TransientSoundVolume = 1;
      return Super.Setup(P,rec);
}
So, I chose the code, and I say: Maybe the sounds of armor hits or double damage are too loud, but it's way better than "sounds like nothing" or converting 31 sounds again without knowing what will be next.
Big thanks to you, the 1000 year old question "how to do custom pain/death sounds for characters?" is finally solved for everyone!
Last edited by Rodion Kuzevanov on Thu Jun 13, 2019 2:57 pm, edited 1 time in total.
Rodion Kuzevanov

Re: Need some UE2 Coder's Help

Post by Rodion Kuzevanov »

[/code]
Can I ask you again for help please?
I wanna write a mutator which replaces Lighting Gun to custom weapon.
The difference between my custom weapon and Lighting Gun should be only visual and it should have other sounds.
The Unreal Legacy have tutorial about explosive minigun only: https://wiki.beyondunreal.com/Legacy:We ... r_Tutorial
But I just want to make a weapon with standard statistics. I also looked here: http://greatemerald.eu/uncodex/UT2004/xweapons/sniperrifle.html

I really don't know what is should be the first step.

Edit: Oh, wait, it seems I understood the system. The first thing which I'll try to do - I just will make gun with LG mesh, but with another sounds.

Last edited by Rodion Kuzevanov on Thu Aug 08, 2019 3:44 pm, edited 1 time in total.
User avatar
medor
OldUnreal Member
Posts: 343
Joined: Sun May 17, 2009 7:19 am

Re: Need some UE2 Coder's Help

Post by medor »

http://medor.no-ip.org/index.php?dir=Tutorials/video-tutorials-Weapon/
http://medor.no-ip.org/index.php?dir=Tutorials/&file=TheDane_WeaponTutorial.zip
UTfiles http://medor.no-ip.org/
Image
Image
Image
Image
Rodion Kuzevanov

Re: Need some UE2 Coder's Help

Post by Rodion Kuzevanov »

http://medor.no-ip.org/index.php?dir=Tutorials/video-tutorials-Weapon/
http://medor.no-ip.org/index.php?dir=Tutorials/&file=TheDane_WeaponTutorial.zip
Thank you.
That's a Mercury Crossbow which I did with some experience from your tutorials:
https://steamcommunity.com/sharedfiles/ ... 1830606118
https://steamcommunity.com/sharedfiles/ ... 1830606557
Post Reply

Return to “Unreal2 General Forum”