Generic Shooter: Support Thread

Great, thanks for quick reply :slight_smile:

Since someone offered to donate animation, is it added to the bucket list? or still a nah on the roadmap.

Added to “will consider”.

mocap cover files

I will get on it now to speed up the process incase I hear from you sooner than expected. I will add mocap from my book and get free ones from miximo. Also will rename bones aka joints to match unreal skeleton. I will only put mocap with weapon equipped there may be a need to tweak the animation for different guns though as soon as I have it done I will post a video showing all the animations.

Question: How do I make a player start for one specific team? How do I make a specific team use a unique character blueprint? How would I automatically move the player with the highest score to team one and force the exsisting member of team one to team two

I have a bug that is making UE4 crash.

When the round ends and you wait for the next round to start, when the next round does start, clients do not follow the server and when you hit escape, the editor crashes.

No need to rush, it’ll most likely be a long time.

I wish more of the built in spawn code was exposed in 4.8 to BP, because the C++ side of this is awesome. If you make your own player start blueprint, you can add a variable to it, something like TeamNum. Then in BP_Deathmatch’s RespawnPlayer function, look for the comment block that simply grabs a random player start. Here, you could instead grab a random player start that matches your teamnum. I’d do this by looping through all actors of class with your new player start blueprint, checking to see if its teamnum value matches, and if it does, add it to another array. Then after that, use a random spawn point from this new array.

You can change the team of a player by setting the TeamNum variable in the appropriate playerstate, however doing it automatically for the highest scoring player would need some work. Perhaps on tick, use get highest ranked player for team 1 and set that player to team 0… you’d have to come up with some buffering so you’re not constantly swapping the highest scoring player over and over again.

Ah, yes, this is a known issue. Unfortunately I can’t do anything about this, this is a bug with the engine itself and the Restart Game blueprint node. Perhaps a future engine update will correct this.

That is good I guess, just have to wait for 4.8.2. Easy fix lol :stuck_out_tongue:

Thanks @ . this is amazing and really helps my project get closer to testing and lets me learn a lot about blueprints. I haven’t officially tested the online or many parts of it, but so far I can say I would have spent much more to access these blueprints and stuff. Looking forward to updates and any more information

Yep. They are pretty easy to add after the initial hurdle. The biggest problem being alignment, but that’s fine. I’ll probably be using this source as a reference to create my own separate game though.

This will probably be my last vid with weapons on this thread, but that doesn’t mean I won’t keep showing more videos on other things and discuss other topics. This was just to show others, that it is possible and very easy to add.

Alignment was what my major issue was. I gave up. lol

@: Besides the display name code from the level blueprint, is there anything else I need to do to get the spawns working with the teams system?

I am busy creating a new test map and I have 2 player starts but the players keep spawning as part of the same team. I know I am missing something but I am just not sure what it is.

Thanks

EDIT: Never mind … had to set the world override to Team Deathmatch. 8-}

Working on the map voting system for the pre and post game lobbies, needed a third map to fit the UI… so behold, Stairmaster. A map you’ll get in an update very soon. It was created in a very short time using input from people on twitch… not really a balanced game map, but hey, I lol’d.

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But for real… heres what the pre and post lobby screens are going to look like. In the top right empty space will be the map voting, once thats done, but everything else is functional. Visually, for sure could use a lot of work, but the ready up, count down timers, player listing, team swapping, and pulling all that text from the state of the game is already done. Theres also a chat box in the bottom right.

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With destruction enabled on those staircases, it could prove to be interesting, kinda mc escher.

already i bought it, nice work! Awwww yeah!!

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Awwwwww yeah.

There was an update in the market place with this today… what has been updated please?

It may be just me, but I think the on overlap pickup selection method is finicky when there is a pile of pickups in one area. I’m more of a line trace kind of guy.

I have not pushed an update… front page will have list of updates once I actually push an update.

It uses overlapping to find relevant pickups and then a trace line to find the most relevant pickups. Thought it was a safe ‘best of both’. If you have any thoughts on how to improve it, not replace it with one or the other, I’d be happy to consider for implementation. Reason I’m doing overlapping is that it’ll interface with other pickup assets in the future.

Bearing in mind this from the 4.6 release notes:

Note: The original system (now labelled “Root Motion from Montages Only”) was designed with network games in mind, which is the reason for its more restricted functionality. Because “Root Motion from Everything” is designed to be complete unrestricted, we recommend using it only in games where animation isn’t replicated over the network

Mark