saisie clavier et kismet

Auteur  
# 14/05/2011 à 10:07 vincent deb
Bonjour

Je débute avec udk.


Je souhaiterais une animation démare lors de la saisie sur le clavier.

Comment puis je faire.

Merci

A +
# 14/05/2011 à 18:27 Mostroviech
salut, cela depend de ce que tu veux faire, tu veux animer un skeletalmesh (model articulé)ou un static mesh (non articulé), as tu besoin de pouvoir lancer cette anim a n'importe quel moment ; a un endroit donne de ta map; ou lors d'un evenement particulier? Que cherches tu as faire exactement, jouer l'animation d'ouverture d'une porte lors de l'appui d'une touche a un endroit donne?; jouer une animation d'attaque de melee du personnage a n'importe quel moment lors de l'appui sur la touche (par exemple)?
si c'est pour une animation avec des staticsmeshs tu peux dejà regarder ce tutoriel pour savoir comment les animer:http://www.udk-fr.com/forum/viewtopic.php?f=9&t=35&sid=e16b7ce7edae6418d6e2d6cdcc8ad947 (à l'etape 3 tu peux choisir "used" au lieu de "touch" pour que le jour ait a appuyer sur la touche d'action pour declancher le trigger)

pour assigner les touches:http://www.developpez.net/forums/d902462/applications/developpement-2d-3d-jeux/moteurs-jeux-video/unreal-engine/unreal-development-kit-udk/
# 15/05/2011 à 10:25 vincent deb
Bonjour

Merci, oui c'est pour l'ouverture d'une porte.

Je pense qu'on peut utiliser le kismet pour gérer le clavier.

A bientôt
# 15/05/2011 à 19:31 Mostroviech
Pour cela va dans le fichier C:/UDK/TaVersiondUDK/UDKGame/Config/UDKInput.ini

Ajoute
Bindings=(Name="TaTouche",Command="causeevent LeNomDelEventACreer")

par exemple

Bindings=(Name="K",Command="causeevent OuverturePorte")

fait un clic droit sur le fichier UDKInput.ini /Propriétés, décoche lecture seule et sauvegarde.

ouvre Unrealfrontend, choisi "make" et clic sur "Full Recompile".

Pour la suite je t'es fais une minimap tuto pour l'obtenir

Ouvre udk copie colle ceci dans une map vide dans la vue de l'editeur
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Vertex +00500.000000,-00500.000000,-00010.000000
End Polygon
End PolyList
End Brush
BRUSH=Model'Model_8'
BrushComponent=BrushComponent'BrushComponent_18'
Components(0)=BrushComponent'BrushComponent_18'
CreationTime=1077.752808
Tag="BRUSH"
CollisionComponent=BrushComponent'BrushComponent_18'
Name="BRUSH_7"
ObjectArchetype=BRUSH'Engine.Default__BRUSH'
End Actor
Begin Actor Class=BRUSH Name=BRUSH_8 Archetype=BRUSH'Engine.Default__BRUSH'
Begin Object Class=Polys Name=Polys_28
Name="Polys_28"
ObjectArchetype=Polys'Engine.Default__Polys'
End Object
Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent_19 Archetype=BrushComponent'Engine.Default__BRUSH:BrushComponent0'
BRUSH=Model'Model_9'
ReplacementPrimitive=None
LightingChannels=(bInitialized=True,Dynamic=True)
Name="BrushComponent_19"
ObjectArchetype=BrushComponent'Engine.Default__BRUSH:BrushComponent0'
End Object
CsgOper=CSG_Add
Begin Brush Name=Model_9
Begin PolyList
Begin Polygon Flags=3584
Origin -00500.000000,-00500.000000,-00010.000000
Normal -00001.000000,+00000.000000,+00000.000000
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Vertex -00500.000000,-00500.000000,-00010.000000
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Vertex -00500.000000,+00500.000000,+00010.000000
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End Polygon
Begin Polygon Flags=3584
Origin -00500.000000,+00500.000000,-00010.000000
Normal +00000.000000,+00001.000000,+00000.000000
TextureU +00001.000000,-00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
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Begin Polygon Flags=3584
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End Polygon
Begin Polygon Flags=3584
Origin +00500.000000,-00500.000000,-00010.000000
Normal +00000.000000,-00001.000000,+00000.000000
TextureU -00001.000000,-00000.000000,-00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00500.000000,-00500.000000,-00010.000000
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End Polygon
Begin Polygon Flags=3584
Origin -00500.000000,+00500.000000,+00010.000000
Normal +00000.000000,+00000.000000,+00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,+00001.000000,+00000.000000
Vertex -00500.000000,+00500.000000,+00010.000000
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Begin Polygon Flags=3584
Origin -00500.000000,-00500.000000,-00010.000000
Normal +00000.000000,+00000.000000,-00001.000000
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Vertex -00500.000000,-00500.000000,-00010.000000
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Vertex +00500.000000,-00500.000000,-00010.000000
End Polygon
End PolyList
End Brush
BRUSH=Model'Model_9'
BrushComponent=BrushComponent'BrushComponent_19'
Components(0)=BrushComponent'BrushComponent_19'
CreationTime=1098.827759
Tag="BRUSH"
CollisionComponent=BrushComponent'BrushComponent_19'
Name="BRUSH_8"
ObjectArchetype=BRUSH'Engine.Default__BRUSH'
End Actor
End Level
Begin Surface
TEXTURE=None
BASE -00500.000000,-00500.000000,-00010.000000
TEXTUREU +00000.000000,+00001.000000,+00000.000000
TEXTUREV +00000.000000,+00000.000000,-00001.000000
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POLYFLAGS=33558016
End Surface
End Map


et ceci dans le kismet

Begin Object Class=SeqVar_Player Name=SeqVar_Player_8
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=979
ObjPosY=723
DrawWidth=32
DrawHeight=32
Name="SeqVar_Player_8"
ObjectArchetype=SeqVar_Player'Engine.Default__SeqVar_Player'
End Object
Begin Object Class=SeqAct_PlaySound Name=SeqAct_PlaySound_0
PlaySound=SoundCue'A_Music_GoDown.MusicStingers.A_Stinger_GoDown_Killingspree01Cue'
InputLinks(0)=(DrawY=626,OverrideDelta=19)
InputLinks(1)=(DrawY=658,OverrideDelta=51)
OutputLinks(0)=(DrawY=621,OverrideDelta=14)
OutputLinks(1)=(DrawY=642,OverrideDelta=35)
OutputLinks(2)=(DrawY=663,OverrideDelta=56)
VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_8'),DrawX=1026,OverrideDelta=28)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=976
ObjPosY=584
DrawWidth=100
DrawHeight=109
Name="SeqAct_PlaySound_0"
ObjectArchetype=SeqAct_PlaySound'Engine.Default__SeqAct_PlaySound'
End Object
Begin Object Class=UTSeqAct_PlayAnnouncement Name=UTSeqAct_PlayAnnouncement_0
Announcement=(AnnouncementText="OuverturePorte")
InputLinks(0)=(DrawY=506,OverrideDelta=11)
OutputLinks(0)=(DrawY=506,OverrideDelta=11)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=1000
ObjPosY=472
ObjComment="remplace ceci par les actions a effectuer pour toi connecter au matinee d'ouverture de porte"
DrawWidth=140
DrawHeight=45
Name="UTSeqAct_PlayAnnouncement_0"
ObjectArchetype=UTSeqAct_PlayAnnouncement'UTGame.Default__UTSeqAct_PlayAnnouncement'
End Object
Begin Object Class=SeqAct_AttachToEvent Name=SeqAct_AttachToEvent_1
InputLinks(0)=(DrawY=298,OverrideDelta=11)
OutputLinks(0)=(DrawY=298,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_2'),DrawX=614,OverrideDelta=16)
EventLinks(0)=(LinkedEvents=(SeqEvent_Console'SeqEvent_Console_2'),DrawX=680,OverrideDelta=93)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=568
ObjPosY=264
DrawWidth=147
DrawHeight=61
Name="SeqAct_AttachToEvent_1"
ObjectArchetype=SeqAct_AttachToEvent'Engine.Default__SeqAct_AttachToEvent'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_2
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=440
ObjPosY=560
DrawWidth=32
DrawHeight=32
Name="SeqVar_Object_2"
ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqEvent_Console Name=SeqEvent_Console_2
ConsoleEventName="OuverturePorte"
bClientSideOnly=True
MaxWidth=331
OutputLinks(0)=(Links=((LinkedOp=UTSeqAct_PlayAnnouncement'UTSeqAct_PlayAnnouncement_0'),(LinkedOp=SeqAct_PlaySound'SeqAct_PlaySound_0')),DrawY=506,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_2'),DrawX=765,OverrideDelta=133)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=600
ObjPosY=440
ObjComment="client side only coché ++ nom de l'event donne dans le code dans console event name ici OuverturePorte "
DrawWidth=185
DrawHeight=128
Name="SeqEvent_Console_2"
ObjectArchetype=SeqEvent_Console'Engine.Default__SeqEvent_Console'
End Object
Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_4
Originator=Trigger'Trigger_0'
MaxTriggerCount=0
MaxWidth=118
OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToEvent'SeqAct_AttachToEvent_1'),(LinkedOp=UTSeqAct_PlayAnnouncement'UTSeqAct_PlayAnnouncement_4')),DrawY=349,OverrideDelta=14)
OutputLinks(1)=(DrawY=370,OverrideDelta=35)
OutputLinks(2)=(DrawY=391,OverrideDelta=56)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_2'),DrawX=371,OverrideDelta=27)
ObjInstanceVersion=2
ParentSequence=Sequence'Main_Sequence'
ObjPosX=312
ObjPosY=280
ObjName="Trigger_0 Touch"
ObjComment="max trigger count=0"
DrawWidth=104
DrawHeight=176
Name="SeqEvent_Touch_4"
ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch'
End Object
Begin Object Class=UTSeqAct_PlayAnnouncement Name=UTSeqAct_PlayAnnouncement_4
Announcement=(AnnouncementText="Press K")
InputLinks(0)=(DrawY=178,OverrideDelta=11)
OutputLinks(0)=(DrawY=178,OverrideDelta=11)
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=512
ObjPosY=144
ObjComment="please press K"
DrawWidth=140
DrawHeight=45
Name="UTSeqAct_PlayAnnouncement_4"
ObjectArchetype=UTSeqAct_PlayAnnouncement'UTGame.Default__UTSeqAct_PlayAnnouncement'
End Object
Begin Object Class=SequenceFrameWrapped Name=SequenceFrameWrapped_0
SizeX=237
SizeY=129
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=544
ObjPosY=232
ObjComment="Action/Event/Attach to event"
Name="SequenceFrameWrapped_0"
ObjectArchetype=SequenceFrameWrapped'Engine.Default__SequenceFrameWrapped'
End Object
Begin Object Class=SequenceFrameWrapped Name=SequenceFrameWrapped_1
SizeX=398
SizeY=203
ObjInstanceVersion=1
ParentSequence=Sequence'Main_Sequence'
ObjPosX=544
ObjPosY=400
ObjComment="Event/Misc/Console Event"
Name="SequenceFrameWrapped_1"
ObjectArchetype=SequenceFrameWrapped'Engine.Default__SequenceFrameWrapped'
End Object


Dans le menu clic sur Build/Build All

Lance la map, dirige toi vers la lumiere bleue et appuye sur K.
Toutes les explications pour l'integration au kismet sont dans le kismet.
# 20/05/2011 à 09:17 vincent deb
Bonjour

Je souhaite éviter de toucher au code originel de l'éditeur.

Je vais chercher un autre moyen.

Merci

A +
# 20/05/2011 à 17:43 Mostroviech
si tu ne veux pas toucher au code tu vas etre grandement limité, mais une autre option qui s'offre a toi est d'utiliser un hud invisible comme captureur de touche.

http://www.youtube.com/watch?v=2nmfByzEqdc
# 22/05/2011 à 11:01 vincent deb
Bonjour

Je pensé utiliser la souris.

Cliquer sur un objet qui permetré d'ouvrir la porte.

A +
# 30/05/2011 à 06:31 Mostroviech
salut
Tu vas etre obligé de codé pour faire ça.

(je repond a ton autre question ici le forum bug)

tu peux trouer le terrain mais tu ne peux pas faire de tunnel ou de cave par exemple.

Le bouton pour trouer le terrrain a ete encercle en jaune sur cette image:http://imageshack.us/photo/my-images/40/ter1d.jpg/


Il y a pas mal de tuto sur le systeme de terrain d'udk sur youtube, il doit bien y en avoir un qui parle de ça:
http://www.google.fr/search?q=terrain+decoupe+udk&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:fr:official&client=firefox-a#q=udk+terrain+tutorial&hl=fr&client=firefox-a&hs=gou&rls=org.mozilla:fr:official&tbm=vid&ei=NRrjTdL_OofIswbq--j5BQ&start=0&sa=N&bav=on.2,or.r_gc.r_pw.&fp=e5df9a2e6964978a&biw=1440&bih=758

(il est possible que cela ai changé car je sais qu'ils ont changé l'editeur de terrain dans les dernieres versions, mais je ne l'ai toujours pas essayé).
# 30/05/2011 à 06:32 Mostroviech
salut
Tu vas etre obligé de codé pour faire ça.

(je repond a ton autre question ici le forum bug)

tu peux trouer le terrain mais tu ne peux pas faire de tunnel ou de cave par exemple.

Le bouton pour trouer le terrrain a ete encercle en jaune sur cette image:http://imageshack.us/photo/my-images/40/ter1d.jpg/


Il y a pas mal de tuto sur le systeme de terrain d'udk sur youtube, il doit bien y en avoir un qui parle de ça:
http://www.google.fr/search?q=terrain+decoupe+udk&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:fr:official&client=firefox-a#q=udk+terrain+tutorial&hl=fr&client=firefox-a&hs=gou&rls=org.mozilla:fr:official&tbm=vid&ei=NRrjTdL_OofIswbq--j5BQ&start=0&sa=N&bav=on.2,or.r_gc.r_pw.&fp=e5df9a2e6964978a&biw=1440&bih=758

(il est possible que cela ai changé car je sais qu'ils ont changé l'editeur de terrain dans les dernieres versions, mais je ne l'ai toujours pas essayé).
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