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    Hey @CodeSpartan,

    It seems that 4.11 will probably be available soon-ish.. So i was wondering if you could give us a hint as to what you might be including in the next kit update, like you did for the last version?

    Thanks!
    Last edited by majorcyto; 02-06-2016, 02:53 AM.

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      If I were to buy the MMO kit and than later come out with an update. How would I update my kit?
      Hi, all updates are available for download automatically in your Sellfy account.

      So i was wondering if you could give us a hint as to what you might be including in the next kit update, like you did for the last version?

      Thanks!
      I plan to include a reworked launcher/patcher that would be crossplatform and easier to use for the developer.
      MMO Starter Kit
      Dialogue Plugin
      Voxel Plugin
      Character Customization: Female

      Comment


        Good afternoon. I want to know can be done that would be a limit on the connection from 1 account ( if the account is active ( of online ) , then when you try to connect to the same account from another computer , the account was disconnected from the server . ( To get rid of the duplication of the characters and objects ) . Thank you .

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          How do automatic updates work?

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            Code wow this is amazing. Great foundational work. I will be purchasing the kit tonight. I am an Unreal virgin and just getting back into indie game work. I am sure I will have a million questions and so forth but the first big one I am really hoping there is a positive answer for is where is the MMOkit dedicated forums/wiki for all of us to share tutorials, assets etc? If there isnt one today I'd be happy to set up hosting but I know you have the ability so jsut a suggestion my friend. Get community folks helping each other out using this kit. It looks amazing.

            All the best!

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              Is there a way to kick a player from the game when you ban them?

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                bought it, but having issues with the collision. any ideas? the only way it works if is I add the collision preset to Pawn (AI character / player), but then I cant click the AI roaming.. doesn't even highlights

                Regards
                //edit: got it working, ty CS
                Last edited by Namesis; 02-15-2016, 10:27 PM.

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                  Originally posted by Darkkitten View Post
                  Is there a way to kick a player from the game when you ban them?
                  i did this by having server only command functions (they are compiled out of the client, clients don't even get a gamemode from me as the server provides it) ex:

                  in gamemode i have a function called ban that takes in a string for the message and a character ID (when a server detects the right account privileges it grants devs a special ui populated with all connected character ID's and their name) when i ban a character i enter their ID, the reason and then the server inserts their ban status into the DB, locates the character with the ID and then sends the message and forces a disconnect if they are still connected.

                  this may not be efficient for a full blown mmo though (im not making an mmo with the kit so i dont have to worry about shifting through hundreds of characters)
                  Self-Learning to program, Open to advice!

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                    I've made a GM command system, it checks if the character is a GM etc. There's a blueprint for kicking a player?

                    Comment


                      Originally posted by Darkkitten View Post
                      I've made a GM command system, it checks if the character is a GM etc. There's a blueprint for kicking a player?
                      i use remove player personally but i think calling logout on them may work (im about to test this shortly)
                      Self-Learning to program, Open to advice!

                      Comment


                        Anyone tried converting this to top down game? having some difficulties on the click-to-move and the rotation of the character (where I click, player doesnt rotate to it) .. I even copied it from topdown template d:

                        //edit:
                        got it working [again]
                        just open the playermmo character and remove the inheritance of the yaw and that stuff. Then just add the static camera on top of the player, finally just add the click to move code in the event tick of the controller.. also note that you must add a character rotation code, otherwise it wont rotate to the click!
                        Last edited by Namesis; 02-15-2016, 11:49 PM.

                        Comment


                          I've been learning a good deal about the "UE4" way of doing things through CodeSpartan's starter kit here, as well as implementing my own systems to see the scope of different feature sets. I just wanted to stop by and say first that this kit is freakin awesome and a great starting point for any multiplayer targeting game! I'd also like to give huge props to CodeSpartan himself for being so helpful and direct with his responses to "why this?" "why that?" "would this be more efficient?".

                          If you're on the fence about jumping on the train for a learning experience and then maybe even your own game, just do it. I don't know many places where such a small amount of cash can teach you so much knowledge .

                          Thanks!

                          Comment


                            Going through the code and it doesn't look like targets are assigned on the server. Wouldn't this cause problems for games where you can assist another player by selecting target of target?

                            Comment


                              Been writting CS on skype with no success for few days, I guess he is busy.
                              I've been adding the SK_Mannequin (to replace the HERO_TTP, learning purposes). I'm just stucked in the Modular Parts (breaking down the SK_Mannequin into chest, leg, etc). Anyone here, that has done it before, mind sharing a mini tutorial? I couldnt find alot of info on the internet/answers. Only thing I found is that you need to import fbx and break it down, yet it doesnt tells exactly how.

                              regardsz

                              Comment


                                Been writting CS on skype with no success for few days, I guess he is busy.
                                I've been adding the SK_Mannequin (to replace the HERO_TTP, learning purposes). I'm just stucked in the Modular Parts (breaking down the SK_Mannequin into chest, leg, etc). Anyone here, that has done it before, mind sharing a mini tutorial? I

                                couldnt find alot of info on the internet/answers. Only thing I found is that you need to import fbx and break it down, yet it doesnt tells exactly how.
                                Hi, what's your name on Skype? Make sure you message the right nickname (CodeSpartan).

                                You have to split the fbx inside a 3d application (Blender, Maya, 3dsmax, etc), I'm fairly certain it's not possible inside UE4. I'm not experienced at 3D at all so another person did it for me.

                                Going through the code and it doesn't look like targets are assigned on the server. Wouldn't this cause problems for games where you can assist another player by selecting target of target?
                                You are right, to enable assisting it would be best to assign targets on the server. I'm not doing it because the demo is very simple and doesn't have assists. To assign it on server I'd create a new server event that sets the target and make CurrentTarget replicated (RepNotify). Then, in OnRep function you can check if the character IsLocallyControlled and if so, do the cosmetics.


                                I've made a GM command system, it checks if the character is a GM etc. There's a blueprint for kicking a player?
                                Is there a way to kick a player from the game when you ban them?
                                It seems that destroying the controller works, but only if you do it in c++. GameSession KickPlayer does it like that, and here's how you can make a blueprint node to do it without game session (basically a copy of GameSession code ):

                                .h

                                Code:
                                UFUNCTION(BlueprintCallable, Category = "MMO Utility")
                                static bool KickPlayer(APlayerController* KickedPlayer, FText KickReason);
                                .cpp
                                Code:
                                bool UMMOUtility::KickPlayer(APlayerController* KickedPlayer,  FText KickReason)
                                {
                                	if (KickedPlayer != NULL && Cast<UNetConnection>(KickedPlayer->Player) != NULL)
                                	{
                                		if (KickedPlayer->GetPawn() != NULL)
                                		{
                                			KickedPlayer->GetPawn()->Destroy();
                                		}
                                
                                		KickedPlayer->ClientWasKicked(KickReason);
                                
                                		if (KickedPlayer != NULL)
                                		{
                                			KickedPlayer->Destroy();
                                		}
                                
                                		return true;
                                	}
                                	return false;
                                }
                                MMO Starter Kit
                                Dialogue Plugin
                                Voxel Plugin
                                Character Customization: Female

                                Comment

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