Do you have a change log?
Ouuuh the Butchering Beagle list on Trello. You’re the best.
Would kiss you if i could, of course in a totally masculine, nonsexual way.
, just tried the update. A lot of bugs. I think I want a refund.
It would be helpful if you actually said what the bugs are and how to reproduce them.
Will make one today when I get home from work.
Awwww yeaaaah.
A list of bugs would help, but aye, if you are not satisfied, please get a refund.
Edit: An update has been sent to fix the bad default ammo counts in Ambitious Artichoke.
Hey just noticed that the project got updated, how would I go about updating my current project?
Ok thank you, hey you’re the guy/girl/group who made that program that enables Steam on a project, I tried it with this and it didn’t work easily for me, i’ll show some screenshots later of what happened when i tried it
Please hijack this thread, maybe then people would stop asking me about it.
I’ve noticed that while firing a projectile weapon such as the rocket launcher, if I have enough ammo and click fire fast enough, sometimes I can manage to shoot 2 rockets at once.
Is this in the version that shows you having more than 1 / 3 ammo rocket ammo? If so, an update was pushed to fix this. Please grab this.
If you are on the latest version and your rocket launcher has 1 / 3 ammo by default… reply back, or check out the Slack my description to chat about it and launch an investigation.
Just downloaded the newest update(7/25). First bug - use default map and play in editor – “Can’t span character”. This did work in your first version.
By default map do you mean one I provide or just doing File -> New Level?
If you check out the levels I supplied, you need to use BP_GenericPlayerStarts instead of regular Player Starts. Will add some documentation to make that clearer. Benefit of using BP_GenericPlayerStart is you get better spawn control over what team can use that spawn point.
, got it working. Looks like a keeper.
I’ve got a problem when using the “Launch” or “Package” functions of the Unreal Editor.
When using the “Play” button (which enables playing the game in the active viewport), everything works fine. But if I use “Launch”, the charackter walking along with the menus isn’t shown (so that e.g. changes in the character customization cannot be seen). Additionally, the “Host Game” function doesn’t work (for both LAN and Online setting) - after clicking on “Host Game”, the navigation just returns to the main menu. I checked the logs and didn’t see any remarkable error that would give a hint to a solution.
When testing the packaged result (Win64), at least the character is shown, but the problem with the “Host Game” function still exists.
I used the most current versions of UE4 + the Generic Shooter, and didn’t change anything on the project. Does anybody have an idea what goes wrong here, and how the problem can be solved?
Sounds like your maps are not being cooked for some reason. You can force them to be cooked by:
&stc=1Thanks! That solved the problem. With the adapted packaging settings, the package works perfectly.
Hey and friends I need help with the following:
How do I make team 0 and Team 1 always use the same team name?
How do I make team 0 have a player limit of one and everyone els would go to team 1?
How do I make team 0 and team 1 use different player character blueprints?
Thanks in advance!
You can define and use two Team Info blueprints with the same name, or maybe even use the same one twice.
I would change auto assign so that if it detects someone on team 0, put people on team 1, otherwise put someone on team 0.
Using different character blueprints is a bit harder, but a starting point is to define new behavior in BP_Deathmatch->RespawnPlayer and have it choose between different Pawn classes when spawning.
I just finished porting Generic Shooter to Android and iOS (No longer just an Nvidia Shield) and its completely playable with touch screens. Virtual joysticks had some issues so right now moving and aiming is pretty janky, but it works. When virtual joysticks/touch interfaces become more robust, I’ll improve this. This additional support for mobile will be added in Butchering Beagle, which will go out after a few more changes are done.
*You can define and use two Team Info blueprints with the same name, or maybe even use the same one twice.
*
what I mean is always having one team name associated with a specific team number, rather than chosen randomly.
*I would change auto assign so that if it detects someone on team 0, put people on team 1, otherwise put someone on team 0.
*
my main issue is locking out players from switching teams through the menu, how do I detect how many people are on a specific team?
Thanks again so much and can’t wait for Butchering Beagle to be released!
Few things:
I am making a team game that is round-based but have ran into a few issues. For one, I want the teams to use a different player character for each team. I have altered the Respawn Player function to check the player’s team, and to respawn them as the appropriate character. This works, but the players only have the correct character once they have died and respawned and not on initial spawn. Is there somewhere I am missing that would affect this? Where is the spawning of players/beginning of the round handled? (Note: I am wanting to change the character blueprint, not just the visuals. Each team has different abilities and movesets)
Another thing: I want the game to be round-based (think Counter-Strike) and only spawn players when each round begins. I have had little luck altering the logic on post-game to transition back to “playing” (I do not want to return players to wait for the match to begin, I want to spawn everything in as it works once the ready timer counts down to 0), how might I go about accomplishing this?
These have been frustrating me for the past few days, any help would be appreciated.