UDKOSC DEV

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TO DO:
TO DO:
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* Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc.
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* <strike>Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc.</strike>
* <strike>Add support for SetX params in DLL</strike>
* <strike>Add support for SetX params in DLL</strike>
* Toggle Mode in UDK via OSC "mode" param of playerstatestruct
* Toggle Mode in UDK via OSC "mode" param of playerstatestruct
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* <strike>Make OSCBots use /bot osc output, not /pawn</strike>
* <strike>Make OSCBots use /bot osc output, not /pawn</strike>
* OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)
* OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)
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(
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{
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Pan2.ar(
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DynKlank.ar(`[[800, 1071, 1353, 723 + SinOsc.ar(SinOsc.ar(0.2).range(0, 10)).range(0,330)], nil, [1, 1, 0.5, 1]], PinkNoise.ar(0.007)),
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TRand.kr(-1, 1, trig: Pulse.ar(10))
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)
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}.play;
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)
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Command shortcupts
Command shortcupts

Revision as of 15:01, 24 April 2013

TO DO:

  • Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc.
  • Add support for SetX params in DLL
  • Toggle Mode in UDK via OSC "mode" param of playerstatestruct
  • Add "playermove mode" value in DLL: "/udkosc/script/playermove/mode"
  • Toggle FlyWalk in UDK via OSC "fly" param in playerstatestruct
  • Output downtrace over OSC
  • Hide trace color lines
  • Add tracing into startup script
  • change size of OSCPawnBots by default (medium)
  • change size of OSCPawn to larger
  • make speed of OSCBot followers fluctuate
  • Make "FollowOSCBots" a toggle and make it OSC toggled (even just via ConsoleCommand)
  • teleport OSCBot
  • Make OSCBots track a target near the pawn, not it
  • Make OSCBots use /bot osc output, not /pawn
  • OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)





( { Pan2.ar( DynKlank.ar(`[[800, 1071, 1353, 723 + SinOsc.ar(SinOsc.ar(0.2).range(0, 10)).range(0,330)], nil, [1, 1, 0.5, 1]], PinkNoise.ar(0.007)), TRand.kr(-1, 1, trig: Pulse.ar(10)) ) }.play; )



Command shortcupts

http://udn.epicgames.com/Three/CommandLineArguments.html#Unreal Engine 3 Command-Line Arguments

FIXING CAMERA STUFF:

  • oscstartinput
  • behindview
  • changeplayermesh 2
  • FlyWalk
  • oscmove
  • setoscfreecamera 0
  • setoscattachedcamera 1
  • ---- can't manually move now
  • ---- player turning via OSC doesn't work
  • setoscattachedcamera 0
  • osc turning works, so does mouse move
  • SEND OSC MESSAGES...
  • setoscattachedcamera 1


  • behindview
  • changeplayermesh 2
  • setoscattachedcamera 1
  • - - - - - - THIS WILL GIVE A WIERD 3RD Person ISO cam (because of behindview?)

This gets you standard view (need to set speed though)

  • OSCMove
  • setoscfreecamera 0
  • setoscattachedcamera 0
  • setspeed 1
  • setairspeed 2000


SetTimer

List of exec functions: http://udn.epicgames.com/Three/ExecFunctions.html


Echo::Canyon

PREPPING START OF PIECE

  • HIDE ALL SCREEN OBJECTS: ToggleScreenShotMode
  • InitPiece

SpawnOSCBot

  • defaults to 0,0,2000

SpawnOSCBotAt(x,y,z)

  • set parameters manually

MOVING OSCPAWNBOTS:

oscstartinput

ruby osccontrol.rb localhost 7001

osccheckpawnbots

oscpawnmove

playermove teleport 0 0 1000 0


OSCMove
OSCSetFreeCamera
OSCStartInput


SPACING OF FOLLOWERS

  • take a local vector for targeting: LocalForward = vect(-30, -30, 0)
  • transform that vecto: WorldForward = LocalForward >> Rotation



FaceRotation in Pawn now lets pawn follow camera rotation if not in OSCFreeCamera or in OSCAttachedCamera


NEED TO ADD:

TESTING :

OSCBot Following OSC controlled OSCPawnBot:

  • SpawnPawnBot
  • OSCCheckPawnBots
  • OSCPawnMove
  • OSCStartInput
  • spawnoscbotat 50 50 500
  • followoscbots
  • OSCStartOutput
  • OSCStartPawnBotOutput
  • OSCStartBotOutput

CAMERA:

  • Added OSCSetStaticCamera and setStaticCamera(int var)
  • Now OSCFreeCamera means Camera moves around with OSC control
  • OSCAttachedCamera means camera rotates with OSC but is attached to Pawn


Smooth Mouse example

// Smooth and amplify mouse movement

	SmoothTime = FMin(0.2, 3 * DeltaTime);
	MouseScale = MouseSensitivity * DesiredFOV * 0.0111;
	aMouseX = aMouseX * MouseScale;
 	aMouseY = aMouseY * MouseScale;

	if ( (SmoothMouseX == 0) || (aMouseX == 0) 
			|| ((SmoothMouseX > 0) != (aMouseX > 0)) )
		SmoothMouseX = aMouseX;
	else if ( (SmoothMouseX <0.85 * aMouseX) || (SmoothMouseX> 1.17 * aMouseX) )
		SmoothMouseX = 5 * SmoothTime * aMouseX + (1 - 5 * SmoothTime) * SmoothMouseX;
	else
		SmoothMouseX = SmoothTime * aMouseX + (1 - SmoothTime) * SmoothMouseX;

	if ( (SmoothMouseY == 0) || (aMouseY == 0) 
			|| ((SmoothMouseY > 0) != (aMouseY > 0)) )
		SmoothMouseY = aMouseY;
	else if ( (SmoothMouseY <0.85 * aMouseY) || (SmoothMouseY> 1.17 * aMouseY) )
		SmoothMouseY = 5 * SmoothTime * aMouseY + (1 - 5 * SmoothTime) * SmoothMouseY;
	else
		SmoothMouseY = SmoothTime * aMouseY + (1 - SmoothTime) * SmoothMouseY;

	aMouseX = 0;
	aMouseY = 0;

Sounds

EchoCanyon_Sounds

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