Bringing over classes from TNM SDK

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Neveos
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Bringing over classes from TNM SDK

Post by Neveos »

So I'm trying to get the "PlasticCoffee" class, from TNM, into my package, but it never actually places in the map even though it shows up in the actor classes browser.

In Ued1, I can view it fine in the mesh viewer, but when I try to place it, it does not place.
In Ued2, the mesh appears as a jumbled mesh in the mesh viewer.

The only way I can place plastic coffee is to import all the .u files from TNM first. And then it seems to be able to load the plasticcoffee from TNMItems, -and- the one I have built in my package.

What is causing this?
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Jonas
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Re: Bringing over classes from TNM SDK

Post by Jonas »

Are you retaining the file structure or updating the class to reflect your own structure? Have you remembered to change the references to the TNMItems package?
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

Yeah it actually looks like this:


//=============================================================================
// PlasticCoffee.
//=============================================================================
class PlasticCoffee extends DeusExPickup;

state Activated
{
function Activate()
{
// can't turn it off
}

function BeginState()
{
local DeusExPlayer player;

Super.BeginState();

player = DeusExPlayer(Owner);
if (player != None)
{
player.HealPlayer(2, False);
player.ChargePlayer(2);
}

PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}

// Belt and inventory icons
#exec texture IMPORT NAME=BeltIconPlasticCup FILE=Models\BeltIconPlasticCup.pcx GROUP=Skins MIPS=off
#exec texture IMPORT NAME=LargeIconPlasticCup FILE=Models\LargeIconPlasticCup.pcx GROUP=Skins MIPS=off

#exec MESH IMPORT MESH=PlasticCoffee ANIVFILE=Models\PlasticCoffee_a.3d DATAFILE=Models\PlasticCoffee_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=PlasticCoffee X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=PlasticCoffee SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=PlasticCoffee SEQ=CoffeeCup STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JPlasticCoffee1 FILE=Models\PCoffeeTex1.PCX GROUP=Skins // Material #2
#exec TEXTURE IMPORT NAME=JPlasticCoffee2 FILE=Models\PCoffeeTex2.PCX GROUP=Skins // Material #3

#exec MESHMAP NEW MESHMAP=PlasticCoffee MESH=PlasticCoffee
#exec MESHMAP SCALE MESHMAP=PlasticCoffee X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESHMAP SETTEXTURE MESHMAP=PlasticCoffee NUM=1 TEXTURE=JPlasticCoffee1
#exec MESHMAP SETTEXTURE MESHMAP=PlasticCoffee NUM=2 TEXTURE=JPlasticCoffee2

defaultproperties
{
maxCopies=10
bCanHaveMultipleCopies=True
bActivatable=True
ItemName="Coffee"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewMesh=LodMesh'DeusExPickup.PlasticCoffee'
PickupViewMesh=LodMesh'DeusExPickup.PlasticCoffee'
PickupViewScale=0.600000
ThirdPersonMesh=LodMesh'DeusExPickup.PlasticCoffee'
ThirdPersonScale=0.400000
LandSound=Sound'DeusExSounds.Generic.MetalHit1'
Icon=Texture'DeusExPickup.Skins.BeltIconPlasticCup'
largeIcon=Texture'DeusExPickup.Skins.LargeIconPlasticCup'
largeIconWidth=24
largeIconHeight=45
Description="Coffee belongs to the botanical family Rubiaceae, which has some 500 genera and over 6,000 species. Most are tropical trees and shrubs which grow in the lower storey of forests. Other members of the family include the gardenias and plants which yield quinine and other useful substances, but Coffea is by far the most important member of the family economically.|n|nThis particular coffee came in a cheap plastic cup. When consumed, it will replenish a bit of both your health and your bio energy... let's hear it for caffeine."
beltDescription="Coffee"
Mesh=LodMesh'DeusExPickup.PlasticCoffee'
DrawScale=0.600000
CollisionRadius=3.000000
CollisionHeight=3.500000
Mass=5.000000
Buoyancy=3.000000
}
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Jonas
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Re: Bringing over classes from TNM SDK

Post by Jonas »

Is your package called DeusExPickup?
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

Ok, it works now, I included it at the bottom, and thanks for pointing me in the right direction, Jonas.

However it does not seem to charge the bioelectric energy. Any idea why?

Also, even though it appears jumbled up in Ued2, it will actually be fine when you run the game.


//=============================================================================
// PlasticCoffee.
//=============================================================================
class PlasticCoffee extends DeusExPickup;

state Activated
{
function Activate()
{
// can't turn it off
}

function BeginState()
{
local DeusExPlayer player;

Super.BeginState();

player = DeusExPlayer(Owner);
if (player != None)
{
player.HealPlayer(2, False);
player.ChargePlayer(2);
}

PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}

// Belt and inventory icons
#exec texture IMPORT NAME=BeltIconPlasticCup FILE=Models\BeltIconPlasticCup.pcx GROUP=IWR MIPS=off
#exec texture IMPORT NAME=LargeIconPlasticCup FILE=Models\LargeIconPlasticCup.pcx GROUP=IWR MIPS=off

#exec MESH IMPORT MESH=PlasticCoffee ANIVFILE=Models\PlasticCoffee_a.3d DATAFILE=Models\PlasticCoffee_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=PlasticCoffee X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=PlasticCoffee SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=PlasticCoffee SEQ=CoffeeCup STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JPlasticCoffee1 FILE=Models\PCoffeeTex1.PCX GROUP=IWR // Material #2
#exec TEXTURE IMPORT NAME=JPlasticCoffee2 FILE=Models\PCoffeeTex2.PCX GROUP=IWR // Material #3

#exec MESHMAP NEW MESHMAP=PlasticCoffee MESH=PlasticCoffee
#exec MESHMAP SCALE MESHMAP=PlasticCoffee X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESHMAP SETTEXTURE MESHMAP=PlasticCoffee NUM=1 TEXTURE=JPlasticCoffee1
#exec MESHMAP SETTEXTURE MESHMAP=PlasticCoffee NUM=2 TEXTURE=JPlasticCoffee2

defaultproperties
{
maxCopies=10
bCanHaveMultipleCopies=True
bActivatable=True
ItemName="Coffee"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewMesh=LodMesh'IWR.PlasticCoffee'
PickupViewMesh=LodMesh'IWR.PlasticCoffee'
PickupViewScale=0.600000
ThirdPersonMesh=LodMesh'IWR.PlasticCoffee'
ThirdPersonScale=0.400000
LandSound=Sound'DeusExSounds.Generic.MetalHit1'
Icon=Texture'IWR.IWR.BeltIconPlasticCup'
largeIcon=Texture'IWR.IWR.LargeIconPlasticCup'
largeIconWidth=24
largeIconHeight=45
Description="Coffee belongs to the botanical family Rubiaceae, which has some 500 genera and over 6,000 species. Most are tropical

trees and shrubs which grow in the lower storey of forests. Other members of the family include the gardenias and plants which yield

quinine and other useful substances, but Coffea is by far the most important member of the family economically.|n|nThis particular coffee

came in a cheap plastic cup. When consumed, it will replenish a bit of both your health and your bio energy... let's hear it for

caffeine."
beltDescription="Coffee"
Mesh=LodMesh'IWR.PlasticCoffee'
DrawScale=0.600000
CollisionRadius=3.000000
CollisionHeight=3.500000
Mass=5.000000
Buoyancy=3.000000
}
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Re: Bringing over classes from TNM SDK

Post by Jonas »

This:
Neveos wrote:player.ChargePlayer(2);
...means your player class needs a function called ChargePlayer. I'm not at home right now so I can't check, but that may be something we added, in which case you should be able to find it in Trestkon.uc and copy it into your player class.
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

hmmm, yeah it wasn't in the trestkon.u, but it's not really a big deal.

However, I am very interested in this "TriggerablePlayerTeleporter". Does this mean I can teleport the player with the push of a button? Because I can't seem to be able to actually do that. I need it to 'operate' an elevator to another level which is another map.
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Re: Bringing over classes from TNM SDK

Post by Jonas »

Just use a MapExit for that.
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

Right yeah, but I think it will actually cause the prior maps to reset, and I don't want that to happen.
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Re: Bringing over classes from TNM SDK

Post by Jonas »

No it won't. We use MapExits all the time to move between areas of Forum City, the maps only reset if they have different mission numbers.
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

ohhh, ok excellent then.
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Re: Bringing over classes from TNM SDK

Post by Jonas »

Incidentally I think the triggerable teleporter was written to move the player around within maps for cutscenes and stuff.

Hmm unless it's just written to toggle its enabled state when triggered. I don't remember.

It's not used that much.
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Neveos
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Re: Bringing over classes from TNM SDK

Post by Neveos »

Oops got a problem. The player starts in the base-map from somewhere else in the beginning of the game. If I can't figure out the teleportertrigger, I think'll I'll somehow get the player to start somewhere besides the base map.
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Re: Bringing over classes from TNM SDK

Post by Jonas »

That whole post makes no sense to me. No idea what you're talking about.
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Re: Bringing over classes from TNM SDK

Post by Neveos »

haha. I have a playerstart in a bathroom in map A from which the game begins. If I use a mapexit to get from map A to map B, by pushing a button in an elevator, then I can't use a mapexit in map B to get back to map A because I'll just start out in the bathroom.
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