General GATech Questions
From Moviesandbox
We are trying to create two Gatech puppets with the same input device, but when we are trying to assign a value for controler as 1 for both the puppets, it recognises input from only one of them, Is it feasible to have two puppets running simultaneously from the same input device?
It's not supported right now. What you probably want to do is implement that functionality into your processing code, so that you can send the same data to multiple ports. Does that make sense? --fiezi 00:16, 17 October 2007 (MEST)
Thanks, we have another problem, we are trying to compile "gatechpuppet" after making some changes, through "ucc make" but we getting an error saying ---
" supeclass MSBPawn of class GATechCactus not found"
its somehow not able to detect MSBPawn class and hence does not create a .U file, we are not able to understand the reason.
The reason is that Moviesandbox uses the -mod structure of Unreal Tournament and thus the compiler needs to know about this. It is quite simple to set this up in UDE and i would generally suggest using UDE for Code changes and not ucc. See here for information on how the mod structure works. And in order to compile (quick solution), do this:
/ running the UnrealScript compiler ucc.exe make -mod=Moviesandbox
Hope this helps. --fiezi 10:54, 25 October 2007 (MEST)
Well we figured that one out. The stuff is compiled and runnig the only problem is that the control input class is accepting input only from one arm. We added the respective AnimBlenparams and bonerotation functions which are compiling but they dont reflect when we spawn the puppet.
So you're sending data packets to the udp class and you can read the data input? Can you log what you're receiving? The UDP input class is not limited to the number of data it can receive. So theoretically you can send all your data to the same port. Is that possible with your side of the implementation?
Hi, Yeah Actually we are sending all the data to the same port, but we are having difficulty in identifying the bones in unreal script. like when we try to use more than one bones then it seems like only one of them actually works