Clam
Intro
IIQD
Interaction Interface Quick Decision v1.1
Use live gameplay control options to set gameplay elements
Dll To Lib, Header File
// dinterface_supp.h : supplement header file for dinterface.dll // Author: DLL to Lib version 1.42 // Date: Friday, December 12, 2003 // Description: The declaration of the dinterface.dll's entry-point function. // Prototype: BOOL WINAPI xxx_DllMain(HINSTANCE hinstance, DWORD fdwReason, LPVOID lpvReserved); // Parameters: // hinstance // Handle to current instance of the application. Use AfxGetInstanceHandle() // to get the instance handle if your project has MFC support. // fdwReason // Specifies a flag indicating why the entry-point function is being called. // lpvReserved // Specifies further aspects of DLL initialization and cleanup. Should always // be set to NULL; // Comment: Please see the help document for detail information about the entry-point // function ///////////////////////////////////////////////////////////////////// #if !defined(D2L_DINTERFACE_SUPP_H__1E4C3315_1197_226C_06A6_6C4616652C9D__INCLUDED_) #define D2L_DINTERFACE_SUPP_H__1E4C3315_1197_226C_06A6_6C4616652C9D__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #ifdef __cplusplus extern "C" { #endif #include <windows.h> /* This is dinterface.dll's entry-point function. You should call it to do necessary initialization and finalization. */ BOOL WINAPI DINTERFACE_DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved); #ifdef __cplusplus } #endif #endif // !defined(D2L_DINTERFACE_SUPP_H__1E4C3315_1197_226C_06A6_6C4616652C9D__INCLUDED_)
Goal
My Goal right now is to fool around with creating an RTS style gametype.
1.Spawn a playercontroller at the playerstart
2.Spawn 6 possessable pawns in a circular position around the playercontrollers start.
3.Create a HUD with a mouse pointer where I can click on the pawns to possess them.
4.When I left click on a pawn it posseses it, when I right click on a place, the pawn will move there.\\
CODE
Startmatch()
6 ai controlled pawns
1 playercontroller in spec mode to take care of extra bot
*Pawns stand still, don't shoot each other
*Click on Pawn, selects it
Decide which pawn is selected
InterFace
Make Pawn Look selected
Mouse cursor
On click, trace from viewactor down, if pawn, select pawn
On right click, if pawn is selected, trace down and move pawn to location
Pawn AI - stand still, dont shoot, move when playercontroller tells it to
playercontroller - calls to pawns, must decide which pawn, decide which pawn.function, detect pawn
Wormbo: Maybe you could make a new Pipebomb tutorial page at the UnrealScript Lessons.