It's because the code is affecting the player, on all the game. You can maybe add a filter in the code to check the name of the map, if you are not on the map you want you call the code, but if you are one the right map you do nothing. I can't help you more because I don't know (yet) how to get the name of the current map…
I checked out their code example now, before I was only using skelControls. Anyway, now my mesh is halfway stuck in the ground from the waist and down. Will do some more testing :) Edit: I removed all relevant code and just kept the skelControllers in the animtree, I also moved the mesh down to make sure it intersects with…
Theres a zip to download with the unrealscript uc files to use. You can open those in notepad and look how the third person was done, it is very little code.
It might be this line of code from their example; if (LeftFootHitActor.bWorldGeometry || LeftFootHitActor.IsA('InterpActor')) It might be that bWorldGeometry only returns per-poly collision and not collision models. I'm not an Unreal Script guy but it is a possibility.
New demo and source code released: Dungeon Defense New UDK game, Dungeon Defense, just released: http://www.udk.com/showcase-dungeon-defense.html Just found this on the UDK group on LinkedIn.
Moody, in the default pawn uc you are going to have to change some code. I can't figure it out with kismet only. I would recommend making another udk install for this project.
WIP :- Singleplayer NPC creating tutorial, with code and some workflow ideas. http://www.bigredmonsta.co.uk/NPC%20Creation.doc Hope this helps some of you lot Heres the model source until my server dies http://www.bigredmonsta.co.uk/UTGame.rar Greg
@kyle: It looks like the camera shake code is in the player controller class so believe its gonna be in there for all of them. Though the playercollectorgame one doesnt have it but is not set to the right scale. Ill try and see if I can extend the player controller and override the camera shake.