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	<title>Comments for Nick Parisi - Game Programmer</title>
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	<link>http://nsparisi.com</link>
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	<lastBuildDate>Tue, 17 Jan 2012 00:55:30 +0000</lastBuildDate>
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		<title>Comment on [Score.] Shoutout by owen</title>
		<link>http://nsparisi.com/2012/01/13/score-shoutout/#comment-58</link>
		<dc:creator>owen</dc:creator>
		<pubDate>Tue, 17 Jan 2012 00:55:30 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=383#comment-58</guid>
		<description>oh ok cool.  whatever happened to those demos?</description>
		<content:encoded><![CDATA[<p>oh ok cool.  whatever happened to those demos?</p>
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		<title>Comment on UnrealScript Camera Tutorial by Mike Z</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-57</link>
		<dc:creator>Mike Z</dc:creator>
		<pubDate>Fri, 13 May 2011 15:32:02 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-57</guid>
		<description>You rock so much for the PCOwner.Pawn thing. Was looking forever for a way to access pawn in camera! It seems like it&#039;s different in each class!</description>
		<content:encoded><![CDATA[<p>You rock so much for the PCOwner.Pawn thing. Was looking forever for a way to access pawn in camera! It seems like it&#8217;s different in each class!</p>
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		<title>Comment on UnrealScript Camera Tutorial by Gleedo</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-56</link>
		<dc:creator>Gleedo</dc:creator>
		<pubDate>Thu, 17 Mar 2011 22:14:42 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-56</guid>
		<description>Hi Nick, great tutorial, this is proving very helpful.
I have one question regarding cameras If I may...

How can I have a camera that allows a specator to use their mouse to rotate the camera around the player they are spectating?</description>
		<content:encoded><![CDATA[<p>Hi Nick, great tutorial, this is proving very helpful.<br />
I have one question regarding cameras If I may&#8230;</p>
<p>How can I have a camera that allows a specator to use their mouse to rotate the camera around the player they are spectating?</p>
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		<title>Comment on UnrealScript Camera Tutorial by JohnS</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-55</link>
		<dc:creator>JohnS</dc:creator>
		<pubDate>Sat, 05 Mar 2011 01:32:23 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-55</guid>
		<description>Haha don&#039;t feel silly, I should have been more clear.. as you see it took me 3 posts to word it correctly :P

Thanks for he super-fast responses.. It was a quick fix to my problem!!
I was banging my head against the wall basically trying to write that Rotator() function lol</description>
		<content:encoded><![CDATA[<p>Haha don&#8217;t feel silly, I should have been more clear.. as you see it took me 3 posts to word it correctly :P</p>
<p>Thanks for he super-fast responses.. It was a quick fix to my problem!!<br />
I was banging my head against the wall basically trying to write that Rotator() function lol</p>
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		<title>Comment on UnrealScript Camera Tutorial by nick</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-54</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Fri, 04 Mar 2011 03:27:27 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-54</guid>
		<description>You should seek information regarding the DefaultInput.ini file. You need to add two lines of code in that file, mapping your desired key with a name, then mapping that name to a function in a custom class extending PlayerInput. After you do this correctly, when you click the button it should call the function within that class.

Then you can get a little fancy and define you class with the &#039;within&#039; keyword. In the example: &lt;code&gt;class MyPlayerInput extends PlayerInput within MyPlayerController;&lt;/code&gt;. This lets you have access to the class variables of MyPlayerController, but from within the MyPlayerInput class.

Take a look at &lt;a href=&quot;http://www.moug-portfolio.info/index.php?page=input-commands&quot; rel=&quot;nofollow&quot;&gt;http://www.moug-portfolio.info/index.php?page=input-commands&lt;/a&gt; for some more reference on player input. Good luck!</description>
		<content:encoded><![CDATA[<p>You should seek information regarding the DefaultInput.ini file. You need to add two lines of code in that file, mapping your desired key with a name, then mapping that name to a function in a custom class extending PlayerInput. After you do this correctly, when you click the button it should call the function within that class.</p>
<p>Then you can get a little fancy and define you class with the &#8216;within&#8217; keyword. In the example: <code>class MyPlayerInput extends PlayerInput within MyPlayerController;</code>. This lets you have access to the class variables of MyPlayerController, but from within the MyPlayerInput class.</p>
<p>Take a look at <a href="http://www.moug-portfolio.info/index.php?page=input-commands" rel="nofollow">http://www.moug-portfolio.info/index.php?page=input-commands</a> for some more reference on player input. Good luck!</p>
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		<title>Comment on UnrealScript Camera Tutorial by nick</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-53</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Fri, 04 Mar 2011 03:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-53</guid>
		<description>Oh sorry, I totally glanced over the word &#039;enemy&#039;. I feel silly.

What I always did was Rotator(target.Location - self.Location). The Rotator&#039;s constructor should handle the rest =).  You don&#039;t need to do a trace, since subtracting the two locations is same thing (unless you need the vector normalized).

To answer your first question you can check out &lt;a href=&quot;http://wiki.beyondunreal.com/UE3:Actor_(UDK)#AllActors&quot; rel=&quot;nofollow&quot;&gt; AllActors()&lt;/a&gt;, and use your pawn class as the base class parameter.</description>
		<content:encoded><![CDATA[<p>Oh sorry, I totally glanced over the word &#8216;enemy&#8217;. I feel silly.</p>
<p>What I always did was Rotator(target.Location &#8211; self.Location). The Rotator&#8217;s constructor should handle the rest =).  You don&#8217;t need to do a trace, since subtracting the two locations is same thing (unless you need the vector normalized).</p>
<p>To answer your first question you can check out <a href="http://wiki.beyondunreal.com/UE3:Actor_(UDK)#AllActors" rel="nofollow"> AllActors()</a>, and use your pawn class as the base class parameter.</p>
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		<title>Comment on UnrealScript Camera Tutorial by JohnS</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-52</link>
		<dc:creator>JohnS</dc:creator>
		<pubDate>Fri, 04 Mar 2011 02:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-52</guid>
		<description>Edit: Well I actually meant setting the camera&#039;s ***target*** to another pawn.</description>
		<content:encoded><![CDATA[<p>Edit: Well I actually meant setting the camera&#8217;s ***target*** to another pawn.</p>
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		<title>Comment on UnrealScript Camera Tutorial by JohnS</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-51</link>
		<dc:creator>JohnS</dc:creator>
		<pubDate>Fri, 04 Mar 2011 02:32:39 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-51</guid>
		<description>Well I actually meant setting the camera to &lt;b&gt;another&lt;/b&gt; pawn.

I&#039;ve been able to get the other pawn&#039;s coordinates into my camera class, and I am able to correctly use Trace to get the normal(vector) between the two pawns, but I am having trouble rotating the camera to that vector.

Any ideas?</description>
		<content:encoded><![CDATA[<p>Well I actually meant setting the camera to <b>another</b> pawn.</p>
<p>I&#8217;ve been able to get the other pawn&#8217;s coordinates into my camera class, and I am able to correctly use Trace to get the normal(vector) between the two pawns, but I am having trouble rotating the camera to that vector.</p>
<p>Any ideas?</p>
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		<title>Comment on UnrealScript Camera Tutorial by Hugh</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-50</link>
		<dc:creator>Hugh</dc:creator>
		<pubDate>Wed, 02 Mar 2011 22:14:12 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-50</guid>
		<description>Hey there Nick.

First of all, awesome work!  Really great stuff!  :)

Not sure if you&#039;re still replying to this thread or not, but figured I&#039;d give my question a shot.  I was wondering if you had an idea as to how one can &quot;toggle&quot; a lock on action.  I would prefer it if a player could toggle on a &quot;lock&quot; to an object/player by pressing a button once, and then toggle off the lock again byt pressing the same button.  Is this even possible in UScript?  I&#039;ve asked Google but it seems that no one has accomplished this, or at least shared how to do so, haha.  

Any input that you might have would be greatly appreciated.  Thanks a lot and again, awesome work!

~7~</description>
		<content:encoded><![CDATA[<p>Hey there Nick.</p>
<p>First of all, awesome work!  Really great stuff!  :)</p>
<p>Not sure if you&#8217;re still replying to this thread or not, but figured I&#8217;d give my question a shot.  I was wondering if you had an idea as to how one can &#8220;toggle&#8221; a lock on action.  I would prefer it if a player could toggle on a &#8220;lock&#8221; to an object/player by pressing a button once, and then toggle off the lock again byt pressing the same button.  Is this even possible in UScript?  I&#8217;ve asked Google but it seems that no one has accomplished this, or at least shared how to do so, haha.  </p>
<p>Any input that you might have would be greatly appreciated.  Thanks a lot and again, awesome work!</p>
<p>~7~</p>
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		<title>Comment on UnrealScript Camera Tutorial by nick</title>
		<link>http://nsparisi.com/2010/10/16/unrealscript-camera-tutorial/#comment-49</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Wed, 02 Mar 2011 13:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://nsparisi.com/?p=345#comment-49</guid>
		<description>You should be able to grab it if you define the default pawn class &lt;code&gt;DefaultPawnClass=class&#039;MyPawn&#039;&lt;/code&gt; in the default properties of your personal GameInfo class. Then, in your camera class, you should be able to access PCOwner.Pawn, which you can cast to your pawn class: &lt;code&gt;MyPawn(PCOwner.Pawn)&lt;/code&gt;. Hope that helps!</description>
		<content:encoded><![CDATA[<p>You should be able to grab it if you define the default pawn class <code>DefaultPawnClass=class'MyPawn'</code> in the default properties of your personal GameInfo class. Then, in your camera class, you should be able to access PCOwner.Pawn, which you can cast to your pawn class: <code>MyPawn(PCOwner.Pawn)</code>. Hope that helps!</p>
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