Hey. I can always be contacted by email when I'm not around for a while.
Sorry for the long delay in answering.
auto-relatiation
There's no auto retaliation. Did you code it yourself? Because I just checked, I don't have any behavior when the player gets hit.
I'll try to put something together tomorrow and get back to you.
No loot particle effects are spawning anywhere on dead bodies. Not sure if this is intentional?
I started working on it, but I never finished it.
Issue #3: When i added my doll map over into my main map, my FPS dropped from 60+ to low 40's.
Doll map exists for this:
Not sure why you have a fps drop. Does it happen in stock mmo kit for you?
Try doing a backup and then deleting things from the dollmap. The three point lights and the spot light. Then the doll. Experiment with it a little.
Hey. I can always be contacted by email when I'm not around for a while.
Sorry for the long delay in answering.
There's no auto retaliation. Did you code it yourself? Because I just checked, I don't have any behavior when the player gets hit.
I'll try to put something together tomorrow and get back to you.
I started working on it, but I never finished it.
Doll map exists for this:
Not sure why you have a fps drop. Does it happen in stock mmo kit for you?
Try doing a backup and then deleting things from the dollmap. The three point lights and the spot light. Then the doll. Experiment with it a little.
What is the email i can contact you on? I didnt see one on your very first post or in profile :O
So here is a video to show you and explain the 2 things (Auto-Retarget, Auto-Retaliation)
As for the dollmap, its not a huge performance hit. I've retested a spot to check and its only the difference of like 5 fps. I'm going to try to package the game and do my tests there to see if maybe its just the editor thats causing the extra loss in frames. I'm going to do 2 packaging, 1 with dollmap and 1 without it, then ill get back to you if i find something off. I did try deleting the spotlights about a week ago and it did make a difference of a couple frames.
Last edited by 8DrunkenGods; 11-22-2020, 11:55 PM.
Hey, I watched the first two minutes and realized that I was wrong. I thought that there was no auto retarget, but I saw the "auto retarget" function in your video and it jogged my memory. I haven't watched the video past the 2 minute mark, sorry, but I'd rather prefer text if there's anything important there.
I'll try to fix the auto retarget issue within the next few days and I'll post the fix here.
Hey, I watched the first two minutes and realized that I was wrong. I thought that there was no auto retarget, but I saw the "auto retarget" function in your video and it jogged my memory. I haven't watched the video past the 2 minute mark, sorry, but I'd rather prefer text if there's anything important there.
I'll try to fix the auto retarget issue within the next few days and I'll post the fix here.
Fair enough, ill keep things in the future as pics and text. Thanks for looking into it! The video shows how i 'fixed' it if you want to call it a fix lol.
Is the demo still working?
I installed it and created a character but when i goto play just looks like im under the world and cant do anything...
Any ideas?
Is the demo still working?
I installed it and created a character but when i goto play just looks like im under the world and cant do anything...
Any ideas?
Your character fell under the ground and his coordinates are saved as such in the db.
When in play mode, go to World Outliner, click on ViewOptions->World->Server, then search for "player" in the outliner, look for BP_MBP_ModularPlayerCharacter_C, select it and change its position, in particular set the Z axis to 21000 or higher.
Your character will find itself above ground and from then on it will save into db with correct coordinates.
Fair enough, ill keep things in the future as pics and text. Thanks for looking into it! The video shows how i 'fixed' it if you want to call it a fix lol.
Had a look at the code. I'll add it to the next version, but otherwise here's how it should look:
CodeSpartan Hey im trying to add a new item type that teleports me from my chat command that i already have setup. Only problem is i cant figure out how to go about adding a new item type. For example i looked at the equipment stuff since it 'destroys' the item on right click and moves it onto doll but the way all that code is it jumps all over the place and does things in multiple places so i cant make heads or tails of it.
Basically my goal for right now is to simply make a new item that when right clicked it just destroys a single one (potion). From there i should be able to tweak it however i see fit, but the only code that exist is for equipment. Do you have a guide? Once ive done a single new one i shouldnt have any problems tweaking it from that point for multiple other uses.
Edit: So far this is as far as i have got. I added a 'IsRecal' bool to the ItemData.h so when im creating the item as data asset, i can check mark the IsRecal. Doing it this way means i would need to have a checkbox for each of my towns (7 towns) since im still inexperienced with the more advanced stuff but thats okay since im doing it the easy way for now. Edit2: Spoke too soon it even activates my teleporting while equipping a piece of armor lol.
after that i navigate to bp_modularplayercharacter and you can see the code here i have changed. I know its wrong since i made the change in itemdata.h and this change in image shows i just added a isArmor and isRecal to the Structure FinventoryItem which wont work in this case since theres no link between the itemdata and FinventoryItem, but you can see what im trying to do. I have no idea how to actually get the information from the itemdata.h for isRecal bool and make that the condition. This way if its an equipment piece it'll run the isArmor stuff on right click. If its the isRecal bool then it'll run my MangelRecal function.
Edit: Hey i actually got it to work by doing this below. Hopefully i can figure out an easier way of setting up multiple towns without having to add a bunch of booleans (1 for each town)
Attached Files
Last edited by 8DrunkenGods; 12-08-2020, 09:31 AM.
oh man you're awesome, you helped me fix 2 things with that same area haha. I was actually already using 1 enumeration for each one of my town teleports but i had it hooked into a sequence with 9 ports (0 through 8) and each one did a true/false and if true, teleport to x town. Now its just using the switch like you suggested and its so much cleaner!
Happen to know of a way to make it so when looting an enemy, right clicking enemy items wont activate those items?
Attached Files
Last edited by 8DrunkenGods; 12-09-2020, 11:23 AM.
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