Are you planning to upload project somewhere ? For example Github ? You could do updates there also!
When its done I’ll upload it it
The topics I plan of doing so far are
Finish melee
Do Ai boss template
Damage dealing and receiving
HP mana stamina and burst limit for super attacks
Melee skills since they require the 2 previous topics
Camera lock on
Mage class
2nd boss
Summon
Retry fail and pause menu
Extra stuff if I get the time
An Archer class
A shop system
I must say I really like your tutorials, they are really easy to understand and do (I’m right now waiting to continue with the 4th melee video) I hope see more soon
also I tried to add animtrails to the weapons, but I don’t get a good results. can you recommend a tutorial for make those trails in weapons?
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I must say I really like your tutorials, they are really easy to understand and do (I’m right now waiting to continue with the 4th melee video) I hope see more soon
also I tried to add animtrails to the weapons, but I don’t get a good results. can you recommend a tutorial for make those trails in weapons?
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Here’s a photo of the material I use. I also added the anim trail images that I apply in the opacity mask. It’s not a complex material at all. I don’t even know how to make really nice ones but I know the opacity mask plays a really important role from what I have seen.
Color is a Constant4 Parameter and Boost is a Constant1 Parameter
my problem isn’t the material, when I put the trail to the weapons. I tried to adjust the socket but I don’t get a good result
see? The line has a weird angle and size is always greater than the sword itself, I don’t know if I’m doing something wrong with the sockets or the trails :\
Also, Thanks for sharing your materials
You will need to move the socket around until you get what works best. But I would recommend you leave that be for the time being. Because these assets are not all on proper scale since I got them from different sources. But when you use your own assets be sure to have everything on the proper scale that way it will be realllly easy to set the socket.
oh, ok I will follow your suggestion, (well I not deleting those trails, makes a fun lightsaber effects, but I’m not touching anymore the sockets) :3 again thanks ^^
Cool! I’m done the melee tutorial just editing things and staying the boss A.I.
I think I’m having a moment or something… I can’t seem to import the assets to the project. Unreal keeps crashing. I think it’s the animations.
Any ideas? ?!?!
Maybe some checkbox need to be clicked there was user having issues too and seemed to fix it
User is Tony Winslade on this videohttps://.com/watch?v=6tC565pR03U
This is his comment:
“ok finally got it sorted.
for the mage i had to import with the skeleton and animations ticked at the same time, same for the boss, and for the paladin i had to import the skeleton first then the animations seperate.”
Yeah, I had to import the skeletons before I could do the animations. Animations I still had it checked for Meshes, I think that’s where it crashed. I’ve got it nice and sorted out now, with rotating cameras for character selection. Looks pretty spiffy, needs a bit of clean-up though. The idea is there, and that’s what counts.
Thanks.
Good to hear its sorted out.
Also a preview I got videos lined up till the first week of August. Been in beast mode recording this stuff.
This teasing is inhuman! i’m calling UN :). Also, thank you!
That is awesome! Since I just started this “yesterday”, I’m in the mid-end of 02. I have 3 weeks until the family is back, so bring it on!
good luck ppl
Hi! I have a little question, I would like to Change the character orientation while he is attacking (for example to attack the enemies in his back without stop the combo attack) . Anyone knows a way to change the character orientation to the one obtained with the input from the controller?
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Hi! I have a little question, I would like to Change the character orientation while he is attacking (for example to attack the enemies in his back without stop the combo attack) . Anyone knows a way to change the character orientation to the one obtained with the input from the controller?
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If I understand correctly, you want to re-orient the player in the middle of an attack animation?
In that cause you make a new animation notify, “FaceCam”
In Warrior Blueprint, make a customevent called “LookCam” set “Use Controller Rotation Yaw” to TRUE
Then put a delay for 0.2 seconds
And set “Use Controller Rotation Yaw” to FALSE
In the animation blueprint call the notify and connect it to the event called “LookCam”
That way in the middle of the animation where ever your camera is looking the character will face the camera.
I will try, and yes I want to re-orient the player to do the next attack to the new orientation. I will try to do what you say and I will tell you the results later ^^ Thanks for the help
EDIT:
Ok, yep It worked, but I don’t want to look to the camera rotation, just to the input from the gamepad without change the camera rotation (I’m trying to do it with gamepad too). so what I should change? Thanks Again! >_<
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I will try, and yes I want to re-orient the player to do the next attack to the new orientation. I will try to do what you say and I will tell you the results later ^^ Thanks for the help
EDIT:
Ok, yep It worked, but I don’t want to look to the camera rotation, just to the input from the gamepad without change the camera rotation (I’m trying to do it with gamepad too). so what I should change? Thanks Again! >_<
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I think you are talking about camera lock on lol
So as the camera is locked on to the boss, every attack should orient you to the boss and play the animation.
I haven’t covered that yet but it will be done in a later video.
maybe I din’t explained well (Sorry my english is really bad sometimes)
Imagine a situation where the character have multiples enemies in the map, I’m attacking to the front one but I want to change the orientation of my next attack to another without the change the camera rotation and without a camera-lock in my back or my side.
I don’t know If i’m explaining well sorry >_<