Forgot to post patch notes:
Hey, how would you implement this system to work for range damaged? Like if I wanted to add your animated crossbow into my game and your combat system, how would I make that work? I was thinking I would use the weapon blueprint you have and apply that to the projectile?
Yes, that could work. However, I don’t think that would be the ideal solution. I’d rather suggest creating a projectile class from scratch or using the projectile class from the Crossbow project.
If you don’t need the system right now, but rather in the future, you can wait for my next project to be released. It will be the “Multiplayer Bow Combat System”. It will include Combat for Bow and Crossbow (with 3rd Person animations) and it will be fully compatible with the Multiplayer Melee Combat System.
Thats what im talking about AWESOME… yes i would like this too… already using the crossbow with my AI… looks sweet in game… Love to see body part critical damage with bows, also arrow or bolt midair impacts… So if two players are shooting eachother its possible to have arrow or bows hit each other in air and block shot… would be very rare shot, but cool
Since this is a melee combat system… what would be the way to switch weapons to say a mace or hammer pick etc… meaning… other than swords… you lose a bit of aesthetics… some weapons will look fine like and do… but some weapons might need and additional array of animations that also have different sounds impacts and swings… Im trying to add polearm and mace but having these issues…
Will this be a future update? Different weapons can equal different sounds, and different animations sets in necessary ?
Thanks Great stuff
How do I set up a respawn? I want to be able to respawn a player after 5-10 seconds after dying or something like that. Not reset the level though like an mmo style respawn. Where would I add this in the blueprints?
This is certainly something I had in mind for a future update (a spear mesh is already modeled and textured). However, a new set of animations is needed for this to make it look good.
There are a few different ways to do it. At the moment upon death the player character is destroyed (see “OwnerDie” function). After that a ragdoll is spawned to replace the character mesh. After the respawn time you could then spawn the player character again and possess it with the player controller.
Hey man yeah I realized there are different ways to do it. The way I ended up doing it is with a branch after the anydamage script basically saying that if health <= 0, then call the respawn function I set up in the GameMode. Seems to be working fine on both client and server so far. Probably not the way, but I couldn’t get it to work with the “OwnerDie” function (who knows why, I’m still a bit new to blueprints).
Also, can you give me some pointers for jumping? The jump animation looks fine in the animation blueprint and the character can jump ingame, but the animation doesn’t fire ingame – it just goes up and down in the idle/run pose. Thanks bro!
Did this go live on the Marketplace? I don’t see it in the function?
Yes, this should be live on the marketplace. I did receive a confirmation from Epic that it was updated. Let me check with them and I’ll get back to you.
When did you download the project files exactly?
I went and re-downloaded them again yesterday and TryAttack is still the original version. - Using 4.14.3 if that means anything.
System works great for me, only issue still is that my jumping animations aren’t firing. Not sure why, I’ve tried all the different slots but animation still not working in game. Jump works fine in the Anim Blueprint when I click the Is in air? box.
You would need to set the variable “InInAir” in the animation blueprint. Right now the variable is never assigned. Have a look at the standard 3rd person template and see how they get the value for the variable from the PawnOwner (through the GetPawnOwner function). Then your animation should show up.
If you need more info than this, just let me know and I’ll make some screenshots for you.
Right now the jump isn’t used. However, I did plan to add some sort of dodge or roll feature using the jump in a future update.
Okay, so it seems like the package was not updated. I’ve contacted Epic again and asked to upload the update.
I’ll let you know as soon as the update has been processed.
Thanks! Sorry for the extra work xD
It’s actually good that you spoke up Otherwise I wouldn’t really have noticed this issue. So thanks to you!
The update is now live on the marketplace!
I see it! Thanks!
I did set it up in the animation BP but it’s still not working. Not sure what I’m doing wrong at this point, can you provide a quick screenshot?
Hello there, I am just wondering what the way to implement this system to an already mostly build character.
For example I have a full stamina, health, stat, roll systems and so on…what is the way (if possible) to add this to that character?
Regards,