aca20031 Posted February 28, 2014 Share Posted February 28, 2014 Hi Guys, Working on a mutator and I've noticed that PlayerReplicationInfo.Team always has TeamIndex=0 and TeamName=Team. How do you guys store nod vs gdI? Quote Link to comment Share on other sites More sharing options...
RypeL Posted February 28, 2014 Share Posted February 28, 2014 Look up Rx_Pri. There are special variables for the teamnum. Quote Link to comment Share on other sites More sharing options...
aca20031 Posted February 28, 2014 Author Share Posted February 28, 2014 Look up Rx_Pri. There are special variables for the teamnum. Until you guys release the code can you be a bit more specific about Rx_Pri? Is it a member of some custom class? How would I access it given I'm currently looking at AllActors(class'PlayerController') Quote Link to comment Share on other sites More sharing options...
RypeL Posted February 28, 2014 Share Posted February 28, 2014 You can find tutorials on the net about how to decompile unreal engine code files so that you can view the code like that till we release an SDK. Rx_Pri is our playerreplicationinfo class. Quote Link to comment Share on other sites More sharing options...
aca20031 Posted March 1, 2014 Author Share Posted March 1, 2014 You can find tutorials on the net about how to decompile unreal engine code files so that you can view the code like that till we release an SDK. Rx_Pri is our playerreplicationinfo class. Thanks much RypeL. I'll do that. Quote Link to comment Share on other sites More sharing options...
aca20031 Posted March 1, 2014 Author Share Posted March 1, 2014 You can find tutorials on the net about how to decompile unreal engine code files so that you can view the code like that till we release an SDK. Rx_Pri is our playerreplicationinfo class. Any chance youre willing to offer one piece of advice? Everything was working well until I got to RenX_RCam. This will not compile and has files that are 4000+ long of mis-indented stuff, and stuff isn't proper unreal script ("Something[0]") Example, CamHUD.uc: http://pastebin.com/NZCBUvXW Any chance this is a third party library or something I can borrow the source of now? Quote Link to comment Share on other sites More sharing options...
aca20031 Posted March 2, 2014 Author Share Posted March 2, 2014 actually, no, it's not going to work. The decompilers arent good enough to export all of this stuff in a state where I can recompile it. Too many errors :( Quote Link to comment Share on other sites More sharing options...
RypeL Posted March 2, 2014 Share Posted March 2, 2014 Why do you want to recompile our code ? You dont need to for a mutator. With a mutator you extend from our classes but really only compile the mutator and not the renx files. Like the renx files are extending the UDK files but we never had to recompile them. You only need to decompile our code to see what it looks like and what you could change in your extensions/mutators but you dont have to and shouldnt recompile it. Quote Link to comment Share on other sites More sharing options...
aca20031 Posted March 2, 2014 Author Share Posted March 2, 2014 Why do you want to recompile our code ? You dont need to for a mutator. With a mutator you extend from our classes but really only compile the mutator and not the renx files. Like the renx files are extending the UDK files but we never had to recompile them. You only need to decompile our code to see what it looks like and what you could change in your extensions/mutators but you dont have to and shouldnt recompile it. Because as far as I can tell, you can't simply add a class as a reference. If you try to use RX_PRI you have to have the source or it will complain about it being an unknown type during compile. Please correct me if I'm wrong, but I've found 0 way to just reference a .u or something similar. Quote Link to comment Share on other sites More sharing options...
pvtschlag Posted March 2, 2014 Share Posted March 2, 2014 aca20031 is talking about errors that the compiler will throw when you try to use RenX classes in code due to the compiler not being able to see the Renx code. This works for UDK classes because the UDK does in fact come with full source to all the unreal script classes. To work around this all you need to do is implement the prototypes of what you need from each class you are working with. The actual code in the "RenX" files you compile doesn't have to do anything. They are just needed to prevent the compiler from throwing the errors. Quote Link to comment Share on other sites More sharing options...
aca20031 Posted March 2, 2014 Author Share Posted March 2, 2014 To work around this all you need to do is implement the prototypes of what you need from each class you are working with. That is a freaking brilliant idea. I'll try it as soon as I have time. Quote Link to comment Share on other sites More sharing options...
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