SDK 'Play in Editor' working?

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11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
Hi all,
has anyone managed to fly around there own level yet? I tried putting a ROplayerStart in and hitting the play in editor button but get this error.

'couldn't spawn player Engine.GameMessage.FailedPlaceMessage'

I might be wrong but I thought we could fly around using PIE.
 

MacMillan

FNG / Fresh Meat
Aug 10, 2011
19
0
0
It works on my computer. I just click "Play from here" in the 3D view and it loads an instance of RO2 and I hit escape and I'm in game.

I still have to figure out how to place weapons though. Is that done through external load-out configs?
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
If I try that way it crashes after a few seconds unfortunately.

No idea about weapon placement but I'd be surprised if it's working in this current version...but then again running the level your way wasn't meant to work either. *shrug*
 

MacMillan

FNG / Fresh Meat
Aug 10, 2011
19
0
0
The editor still crashes after testing, so I'll have to restart it, which is a bit annoying.

I've been trying to get weapons with the use of triggers and inventory sequences, but no luck so far. Since it's all buggy you can never be quite sure if you're doing something wrong or it's just not working because it's beta.
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
Yeah i hear ya.

OK yay it worked for me, by doing the 'play from here' you mentioned. I was trying PIE and play in viewport and both crashed but hadn't tried that one. Like you said it crashes when finished but thats good enough for me for a while.

Hey is snapping working with static meshes for you? Its working for brushes but SM's are just swinging in the wind for me. Got all the snap ticks ticked down the right corner but its not giving up the joy. Am I forgetting something?
 

Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
1,031
632
0
Buckinghamshire, UK
It's still just the SDK Preview. It's not fully out yet.

So what does it include:

- All of the Unrealscript code for the game
- The Unreal editor

What works:
- You should be able to compile the Unrealscript code and play around with that
- With levels you can open, edit, build, save, and fly around in them

What doesn't work or hasn't been tested:
- Pretty much everything else
- You can't play levels yet. If you start them up in PIE (play in editor) you can fly around in the level, but the editor will crash if you try and spawn by choosing a team. The levels made in the editor won't run within the live build of the game yet either.
- Mutators may or may not work, we haven't tested creating/running them with this SDK yet
 

MacMillan

FNG / Fresh Meat
Aug 10, 2011
19
0
0
Yeah i hear ya.
Hey is snapping working with static meshes for you? Its working for brushes but SM's are just swinging in the wind for me. Got all the snap ticks ticked down the right corner but its not giving up the joy. Am I forgetting something?

I seem to have that same problem, yes. So far I only noticed it with static actors. Snap works with brushes, skeletal meshes, InterpActors and probably a few more.

I'll probably just wait with the Kismet stuff until the official SDK is out. Most likely I'll be wasting time on stuff that doesn't work in the beta.
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
It's still just the SDK Preview. It's not fully out yet.

Yeah we know, but there's no harm asking each other what's actually functioning and what's not. Snapping SM's (a fundamental sdk/udk function it seems is not), so that's good to know, I thought I was doing something wrong.

I seem to have that same problem, yes. I'll probably just wait with the Kismet stuff until the official SDK is out.

Good to know, thanks for confirming.
 

Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
1,031
632
0
Buckinghamshire, UK
Yeah we know, but there's no harm asking each other what's actually functioning and what's not. Snapping SM's (a fundamental sdk/udk function it seems is not), so that's good to know, I thought I was doing something wrong.

Yeh I know but if you looked at my quote I was answering your question.

Was I doing something wrong?
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
Yeh I know but if you looked at my quote I was answering your question.

Was I doing something wrong?

Not at all mate, just a misunderstanding me thinx.

Ramm said PIE was working as you highlighted in your quote "If you start them up in PIE (play in editor) you can fly around in the level"

That's why I was asking if anyone had got it working as it wasn't for me. :)
 

Maj.Faux-Pas

FNG / Fresh Meat
Mar 1, 2006
363
16
0
Portland, OR
It works on my computer. I just click "Play from here" in the 3D view and it loads an instance of RO2 and I hit escape and I'm in game.

I still have to figure out how to place weapons though. Is that done through external load-out configs?

Most likely the player classes will be Actor Classes--placeable map objects--that can be edited for weapon loadout and numbers: one commander, two SL for 32 players, etc.

So in the properties of the placeable classes will be weapon loadout properties. Anyway that's how it was done in RO, you put all these markers on the map somewhere for the 'order of battle' that had no other function than to tell the game how many dudes and what weapons.
 
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Basic_Infantry

FNG / Fresh Meat
Jun 1, 2009
177
20
0
Myerstown, PA
Most likely the player classes will be Actor Classes--placeable map objects--that can be edited for weapon loadout and numbers: one commander, two SL for 32 players, etc.

So in the properties of the placeable classes will be weapon loadout properties. Anyway that's how it was done in RO, you put all these markers on the map somewhere for the 'order of battle' that had no other function than to tell the game how many dudes and what weapons.


Look in your world info... you set up squad leaders, teams and loadouts there. Not like old RO and on some maps if you look there are a million player starts.... I think Pavlovs or Commissars.. it's quite confusing :confused:
 

verbii

FNG / Fresh Meat
Jan 13, 2011
81
4
0
If you open up the properties of the Static Mesh (once you have dragged it into the viewport & before you do anything else) one of the options: Actor properties / advanced / ed should snap. Tick that & it will work, as far as I know you need to do it eveytime you insert a new SM though :*(
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
If you open up the properties of the Static Mesh (once you have dragged it into the viewport & before you do anything else) one of the options: Actor properties / advanced / ed should snap. Tick that & it will work, as far as I know you need to do it eveytime you insert a new SM though :*(

Thanks Verbii!
Hopefully it's not going to stay that way eh.
 

Sined {Oz}

FNG / Fresh Meat
Aug 12, 2011
20
0
0
Thanks Verbii!
Hopefully it's not going to stay that way eh.

what ive been doing is using the UDK (sept build i thimk) in parallell with RO2SDK and comparing an action that doesnt seem to work in RO2 with UDK and often this lets me discover the solution (like snap to grid) and find the other (not working yet ) bits, and (of course) showing up my lack of knowledge by needing to search UDK and hourences tuts ;-P
 

Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
The RO2 game and the RO2 SDK are pretty much two different entities so they will most likely not patch both at once. Also I still think the SDK is of lower priority than fixing the game bugs :D Patience sir