Fixed that non-Crit sometimes displayed as Critical Attack.
Renamed ServerSpawnProjectileTransform to ServerSpawnProjectile | Don’t panic, you don’t need to replace all used ServerSpawnProjectileTransform nodes in your blueprint after updating!
ServerSpawnProjectileFromID | You can use a specific ID, the ServerSpawnProjectile used your currently ItemID.
ServerSpawnProjectileStruct | Spawn Bullet’s without a specific ItemID.
ServerApplyDamageStruct | Apply Damage without a specific ItemID.
ServerApplyRadialDamageStruct | Apply Damage without a specific ItemID.
2 new options in the Item_DB called "UseElementMaterial(boolean) and “BulletAmount(Int) | 0 = 1 Bullet | 10 = 11 Bullets”.
ServerSetItemStruct | Set the currently ItemID with custom values.
ServerSetGrenadeStruct | Set the currently GrenadeID with custom values.
Fixed that the ServerSpawnProjectile node did not automatically use the BulletClass from the ItemDB.
Fixed the ServerSpawnPopup that you see your own receive Damage from a AI.
Fixed Compile Error.
Simple AI example to show how to use the UDS for AI.
Bullet Pierce -> BulletPierce, BulletPierceChance in the ItemDB (0 = Disabled) | How many times can the Bullet Pierce the Enemy without Destroying them self | Preview
Removed “Release Trigger/Pull Trigger” from parent and add them to the examples (No Event Tick)
Editable Text Popup for Critical Damage and Heal | Preview
Reworked examples + a new Third Person Shooter example
But, has examples for attacks like Fire Weapon Attack and Melee Attack for instant testing and implementing purposes?
And exposed, defined variables to integrate in any RPG leveling systems or RPG/MMO templates/frameworks?
I am not sure if I would allow the client to decide the amount of damage and then replicate that damage to the server. Seems like there could be a nice entry point to hack that (aka the ServerGiveDamage function above)
I do not have the Ultimate Damage system so I can not see exactly how things are implanted. Just going by the first screenshot with the ServerGiveDamage function.
Hey, I would have another suggestion - how about radius effects ? A projectile could have a radius (upon impact) and based on the distance from the centre of collision (or hit oppo), there could be damage which would affect everyone around the collision in the given radius with a part of calculated damage stats. Hopefully, I made it understandable.
Bullet Pierce -> BulletPierce, BulletPierceChance in the ItemDB (0 = Disabled) | How many times can the Bullet Pierce the Enemy without Destroying them self | Preview
Removed “Release Trigger/Pull Trigger” from parent and add them to the examples (No Event Tick)
Editable Text Popup for Critical Damage and Heal | Preview
Reworked examples + a new Third Person Shooter example
Im trying to follow your tutorial video about setting this up and there are call functions that don’t exist in the current version, so I can’t follow the video to set this up.
Can you provide updated information on how to import this into existing projects please?
Sorry I was really busy the last week, please give me 1-2 days to finish the version 2 tutorials.
Follow the first Step of the v1 tutorial video with the repareting part and add this to your Character Blueprint: http://i.imgur.com/2H80Xde.png
NOTE: Change the PlayerState to PlayerState_MP in your gamemode blueprint!
Best way is to reparent your AI Character blueprint with Player_Parent, add your Enemy to the Monster_db (Name,HP,ArmorType,ItemID,GrenadeID,BlueprintClass,BehoviorTree).
Use the ServerSpawnMonster node to spawn the AI.