Hi @Aumaan,
I can’t promise that I will have the time (or resources, see I live in Nigeria where electricity is a rare, rare gem - I’ve not had power for months on end, and I use fuel to run generators which power my computer, and I can only afford so much with the high prices, even though Nigeria produces oil) to hold your hand through redesigning the features of The Art of Combat. You can redesign anything in The Art of Combat as long as you can imagine it, and have the skill to do so. In fact, if you’re not pretty good at programming/blueprinting, you SHOULD NOT purchase the pack, as it is designed for combat designers. If you do have the know-how, then it’ll come easy-peasy to you.
As for whether you can implement such a priority system as described above, yes, of course. In fact, it’s part of the overhaul I’m working on for my project. The AI would be able to actually decide who to target, and when to attack based on some variables. In your case, you wanna do that for the player, which is very easy as well, but that’s from my point of view, to be honest. I don’t know how good you are at design and programming, so I can’t speak for you, unfortunately. Only you know that.
Once you purchase the system, if you do;
To locate the player character’s targeting system: Open up Manne_BP, and navigate to the Lock-On Mechanics section. This contains half of the functionality. The second half is in the player controller - Manne_Player_Controller. Open it and navigate to the Toggle ‘Lock On’ On and Off section. There’s a partial third part in the Adrayvia Game Instance. Open it up and navigate to the Get EC Locations and store them in an Array section. This is used by the listen server’s character in multiplayer and the singleplayer character in singleplayer by default. The client implementation of this ‘Get EC Locations and store them in an Array’ section is in the Manne_Player_Controller, which if you so prefer can be hooked up for the listen server’s character as well. I just wanted to show many implementation examples.
To locate the AI character’s targeting system: Open up AI_Guard_BP and navigate to the Perceive ECs section. This contains half of the functionality. The core of the system is in the Adrayvia_Game_Instance. The red sections in there control the AI Guard BP’s AI targeting system, and the blue sections control Manne_BP’s AI targeting system (the player character, Manne BP, can also function on its own under AI control if not controlled explicitly by a player).
The core of the system is in the Adrayvia_Game_Instance. The red sections in there control the AI Guard BP’s AI targeting system, and the blue sections control Manne_BP’s AI targeting system (the player character, Manne BP, can also function on its own under AI control if not controlled explicitly by a player).
@Maxx_Rexx
WOW thank you! This shows me what I need to do to customize it!
Thanks, I’m convinced that I need this BP now XD
If my next check is what I hope it is, I’ll be adding this to my vault.
While I’m not an advance programmer, I do understand combat systems quite well and I’m currently becoming adept at blueprint, all I needed was to know where to look and I think I can do what I need to now thank you
(sorry to hear about your electricity situation, that’s got to be rough, I’ve had my power cut a few times but no longer than couple months. So I can empathize with your situation, I hope better opportunity become open to you)
Hi there, just purchased this from marketplace. I am new to ue4 and plan on using it to learn with. I appreciate how much work you seem to have put into it
Hello, just wanted to let you know that I made the plunge and purchased your Combat System. Once I find some time, I’ll be exploring it.
I’m looking forward to tinkering with it