Hello! I just bought your FPS kit, and right out of the box this thing is the perfect addition to my FPS RPG hybrid thing.
I just had one question: How would I let vending machines sell permanent stat boosts/Perks like from Call of Duty Zombies.
In case you’re unfamiliar, the Perks from CODZ give special abilities to the characters. From increasing the player’s fire rate, reload speed and move speed to increasing their health or accuracy. I assume I’d need to make an object that’ll change the stats within my characters on purchase. Maybe some bools to tell the game that these skills are activated?
Also, I think I may have found a bug? It appears I can’t buy anything out of a vending machine unless I have more than the required amount. Like, if something costs $10, and I have $10, I’m still told that I don’t have enough.
The vending machine will still only take $10, but I can’t buy it if I only have $10 on the player character.
Hi! Did u change additional bp with update? I dont need update, to much to edit, but i just download glider and cant even open it bp (4.22-4.24)- (appears invalid parent class) and boss fight has errors
@**LuckyDuck12 **Correct, you can create a custom event on the character that does it and use a timer to stop it, to change weapon stats on the fly check the free weapon customization widget from the website. As for the money, open BP_CharacterBase and in the check for money function change the > to >= where it compares current money int.
@**Neongho **Thanks, I’m glad you like it! Breathing is currently not planned, however I did see somebody on discord implement it, so it’s definitely doable.
@**Abzolver **You need to extract them with the same path as it is in the zip file, otherwise it can’t make use of any references that it might need. If you renamed the core files try it on a new created project.
Using 4.24.2 version. Created an apex destructible. Shooting with your fps. It breaks after a lot of shooting. Is there anyway to destroy with one shot? What BP do I modify. Chance the power. Thanks.
Hi, you don’t have to modify any blueprint from FPS Game Starter Kit in order to one-shot a destructible mesh. You can tweak its values in the destructible mesh that you created. Additionally check the thickness of it when placed in the level. For more info you can check out this video from Epic Games about destructible meshes. Cheers.
I had one more question: How would I make a Heal/Hurt gun?
A gun that would
1.) shoot the enemy (and hurt them)
2.) shoot a beam that target a character of your choosing, including your self and heal them.
Edit: Also, I feel like I should mention that none of my vending machines work anymore. I didn’t implement the fix you told me to above (I was focused on other stuff for my game), I actually didn’t touch the machine code at all, so I don’t know why it suddenly won’t work.
Whenever I try to buy something, it tells me I don’t have enough. Even if I have way more than the required amount. I’ll try to fix it myself, but I’d appreciate some help there too.
Hi, such a weapon example isn’t planned, as it’s a primarily singleplayer focused template, if however I make a free healing weapon example, it would give back some of the health based on damage of the projectile that it fires. As for the vending machine, a hotfix should go live soon that changes that integer check from > to >=
Hotfix 2.1.0.2:
Singleplayer:
-Fixed the money check function from > to >= on the BP_CharacterBase
Multiplayer:
-Optimized set max walk speed change on Replicated_Character
Hi, I recommend that you check out the tutorials on the website (link).
As for the TPS and disabling camera switching, sure, just enable “Start in TPS” and disable “Can Switch Camera Perspective” on begin play of the character.
-Added: Laser weapon mesh has been replaced with a new one
-Added: Replaced Auto-Pistol mesh with a new one
-Added: Loot chest mesh has been replaced with a new one
-Added: Teleporter mesh replaced with a new one
-Added: Teleporter mesh replaced with a new one
-Added: AI child classes now have more variables (for example change montage without changing it manually in its parent class)
-Added: Multiplayer weapon factory now has a particle and a new base mesh, to make it easier to spot from a distance
-Changed: folder structure a bit, this was necessary because over time a lot of new stuff has been added (moved particles, textures and materials around to make it more organized)
-Changed: AnimBP’s have been re-created to get rid of a warning (it was harmless, but still)
-Changed: Player HasWeapon enum removed and replaced with a simple bool
-Changed: Character Tweaks (BP_CharacterBase, Begin Play, green comment) is now a function and not a collapsed graph. That way it can be called from character child classes if an override is necessary
-Changed: Water folder moved into the Bonus folder (and just like everything else that’s in the Bonus folder, it can now be removed without breaking anything)
-Changed: dropping a weapon from outside the inventory (X button) now refreshes the camera as well (prevents attachment from staying visible if the next weapon had one and perspective has been switched to TPS in the meantime)
-Changed: Save Game disconnected from player death logic, it caused confusion regarding starting weapons (still left there and can re-connected)
-Changed: PlayerHUD has IsValid checks for hit direction, this way it won’t show an error if the HUD has been replaced by a different one
-Changed: Multiplayer mode uses the new player state’s pure function for getting the name from 4.25, instead of the old variable
-Changed: Multiplayer pistol, shotgun and rifle are now by default set to hitscan. However laser, sniper and rocket launcher remain projectile based. This can of course be customized.
-Changed: Adjusted volume and distance for the included sound cue files
-Changed: All pickup child classes no longer call their parent classes construction script if there was nothing in there to begin with
-Changed: Testing map uses the new & improved Eye Adaptation feature
Couple of quick questions:
Can this project implement having the player do magic, spells, etc.?
Can additional movements, actions and animation be easily added?
Does it work well with Cinematics? ie. if I wanted to use this asset in a movie I was making… ie. record the movements I did with it and go back in with cameras and such to make shots/clips?
Thanks
While it wasn’t designed with spells in mind, I still saw it few times that people have implemented such functionality. Didn’t do much on cinematic related stuff, but I don’t see why it wouldn’t work the same like in any other UE4 project.
That has nothing to do with FPS Game Starter Kit, install the Visual C++ 2015 Redistributable package.
Amazing KIT … special for me!!! because I am a designer and in programming, I’m a BIG zero … but I’m learning slow slow hahahah in tutorials in youtube!!
I know this does not plug and play but is easier like this with my programming skills