role points

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Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
In the game, the different roles have different point values for both reinforcements and kill points: Squad Leader = 3, Machine Gunner = 2 (I think), and all other roles = 1. Is there any way to change these settings in the SDK?
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
Yes Uncledrax,

I am preety sure that when you shoot a squad leader you get 3 points and a rifleman will give you 1. :) The same for the reinforcements, a squad leader will take more reinforcement points than a rifleman. I would like to know if there is any way of changing these values in the SDK. If anyone knows if this is possible, please let me know.
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
0
Florida, USA
www.endoftheworldfor.us
Yes Uncledrax,

I am preety sure that when you shoot a squad leader you get 3 points and a rifleman will give you 1. :) The same for the reinforcements, a squad leader will take more reinforcement points than a rifleman. I would like to know if there is any way of changing these values in the SDK. If anyone knows if this is possible, please let me know.

Well.. looking in the code, I stand corrected you are correct sir.
(tells you how long since I've payed attention to my score in RO.. lol)

the relevent value is in the RORoleInfo for that role.
Code:
PointValue=3.0

Given I can't seem to adjust this in the Editor (aka SDK), you'd have to one of 2 things:

- Write a Mutator to adjust the values as you see fit
- Create a new RORoleInfo with the values you see fit.
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
I have tried to creat another RORoleinfo but it doesn't seem to work. I am trying to make a sniper (or any other role) with am M43 (or bergm
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
0
Florida, USA
www.endoftheworldfor.us
What isn't working about it?

Forgive my ignorance.. is the M43 hat already in game? I'm not big on designations and such :/
That will change some things you need to do.


so create new role info.. it'd probalby look something like this:
(obviously this is for a BurningSands German SNiper, and extends our custom Heer type.. you will need to adapt the class to what you need.


Code:
// Our custom Sniper Class, German NAfrika unit with Great Coat.
class BSGEGreatSniperH extends  BSGE_GreatCoat_Heer;

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     MyName="Scharfsch
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
Thanks Uncledrax,

I am actually hoping to give some variety to the roles by having them in either a helmet or a cap (like the squad leader is in the stock maps[ROGermanHat]). I was wondering if the new roleinfo should be made in the SDK or should I copy the original roleinfo to a new file and change the code in "notebook"? I really hate to keep asking such stupid questions but I am kind of new at this. Thanks again :)
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
0
Florida, USA
www.endoftheworldfor.us
Thanks Uncledrax,

I am actually hoping to give some variety to the roles by having them in either a helmet or a cap (like the squad leader is in the stock maps[ROGermanHat]). I was wondering if the new roleinfo should be made in the SDK or should I copy the original roleinfo to a new file and change the code in "notebook"? I really hate to keep asking such stupid questions but I am kind of new at this. Thanks again :)

Personal opinion is the in-SDK method for editing classes is useless.. it's jsut how I feel about it (it's something that's shared among all Unreal 2.x games.. not just RO)..

Code wise, what you're going to do isn't that complicated, but there will be a short ramp up time on getting started.
Something like this is helpful:

http://wiki.beyondunreal.com/wiki/Setting_Up_UnrealScript


As for doing the code, I personally use ConText with the UnrealScript highlighting plugin, but you can really use whatever (including Notepad). The UnrealWiki page discusses some popular options.

The only other thing I could recommend if you find you're doing alittle more is definitely grab UnCodeX and run the documenation application for it.. it'll help you understand how the code fits together, etc.. ( http://wiki.beyondunreal.com/wiki/UnCodeX )
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
Thank you very much Uncledrax.

You have been very helpful and I'm sure that I will be able to figure out the coding now. Thanks again :D
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
I'm sorry for my stupidity, but I am having a hard time following exactly what they are saying. I know that what I am trying to do is not complicated but they talk about all UT2004 games and I don't really know which files they mean in RO. Could you please point me in the right direction to get started and show me a few of the steps inolved. I would love to create a few simple mutators once I get the hang of this.

Thanks :)
 

Lt_Kettch

FNG / Fresh Meat
Uhuh,

head over to 3D Buzz they have excellnt video tutorials for all your interests. I am not into coding for RO (or anything else) But I think 3D Buzz is the right palce to start even if everything over there is also UT2004 related but you should be able to carry that over to RO.. And if you need an idea for an mutator how abot super sonic bullet cracks? :D
http://3dbuzz.com/vbforum/sv_home.php
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
0
Florida, USA
www.endoftheworldfor.us
I'll 2nd Ketch's statement.. they are good to watch once even just so you get an overview of what all is at work, even if you don't catch all the details.

Unfortunately I'm pretty busy with finishing up the open-beta for Mare Nostrum right now so can't really devote any time to digging up some good individual tutorials.

Several of the people in #RO-LevelDesign (gamesurge.net) also do some coding bits, so it's worth checking out.
 

Richter

FNG / Fresh Meat
May 31, 2007
12
0
0
Thank you Uncledrax und Danke sehr Lt_Kettch,

I realize that what I am trying to do should be very simple but I can't seem to figure out the steps necessary. I have tried to follow the steps outlined in the pages you sent me. I have created another Roleclass in the SDK under the ROGE_Standard_Heer class and deleted the "default settings" as it says. I them go to context to change the settings that I want (I copy the ROGEsniperH, change the name and change ROGermanHelmet to ROGermanHat) and then try to paste it as the default settings in the SDK but this doesn't work. I know that what I have changed has to be compiled but I can figure out where. Any additional help as to where I am going wrong or the first few steps to get me started would be greatly appreciated. As your help already is :)

Thanks

PS I think that you are right, Uncledrax and that this discussion should probably be moved to the coding section as it has gone in that direction.