Killstreaks Project Dev Log

Hey folks!
I’m working on a Killstreak device that would allow players to pick from a set of different killstreaks. Features include choosing which killstreaks to use before a game starts, and setting how many kills are required to earn that specific killstreak.

This is a very work in progress prototype, but this is a concept of a cruise missile that allows you to control the player camera based on the position data. I’ll make sure to update this post once I add more features!

I’m planning on adding some post processing effects and particles (as well as fixing the SFX audio cut issue).

Let me know your thoughts! I’m open to feedback.

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This is cool! Are you going to teleport the player under the map to hide the player?

If I remember correctly for the predator or cruise missile the aiming is faster the further the camera is from the map and the closer it gets the harder it is to aim. I was thinking you could apply some changes to the players speed as the missile gets closer! Maybe like 3 different movement speeds. When the camera is at the furthest point then you give them the fastest movement modulator option possible, then when the camera is halfway to the player you slow the player down to normal speed and then once the camera is really close give them super slow speed.

How are you getting the camera to follow the player?

So I was thinking about that! In the new UEFN update, I believe you can set player visibility to invisible. And from there, I can just change the offset so that instead of the missile tracking and hitting me, I can control it relatively to where my character is. When it comes to the aiming and the movement speed, I’d have to figure out some sort of algorithm to make that work, but that’s what I wanted originally as well. I’m just limited in what I can do at the moment.

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I created a loop that stores and updates the player positional data. I then used the “MoveTo” method for creative props (I attached the CineCamera to the creative prop) and had the creative prop position move exactly where my player is every 0.02 seconds.

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Would love to see a tutorial on this! Been trying to get props to move after spawning them in the world and its driving me insane lol

You could set up sequencers or timers in your game that change the players movement speed based on the time it takes for your prop to moveto your player.
Old School way :smiley:

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Here’s a progress update video of my Cruise Missile. For some reason, the explosion particle plays only once for some reason. :confused:

Three major issues to point out here:

  • Occasionally, the camera will just lock in place (due to the creative prop not moving for whatever reason).
  • The particle is supposed to move to the explosion location and activate. The particle spawns pretty far off from where it’s supposed to be and activates at a large delay. This also happens randomly.
  • There’s also an issue when trying to restart the game where your character doesn’t respawn and you can’t move - forcing you to have to go back to your island and start the game from there. (Not sure if this is a known issue)

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