I too would be interested if its Blueprints-based Plugin offering a in-game GUI to assemble Scifi FPS Weapons. Such a plug-in would save me me tons of time implementing the player weapon customization system in my game.
[TABLE]
Modular Fire Weapon Components:
Chamber: The Weapon Core Component in which other components connect into. It is the mechanism loads ammunitions from the ammunition storage into the weapon, applies motivational force, directs ammunition through the barrel, and ejects ammunition byproducts. Chambers effect the amount, type and speed of loading ammunitions.
Barrel: Projects the ammunition. Barrels effect ammunition range and dispersion. Long Barrels produce long range/ narrow dispersion; Shorter Barrel produces short range/wide dispersion. Barrels also provide a ‘heat sinking’ for the weapon.
Loader: Can be attached to the barrel or magazine. Loads ammunition with Hand2.
Trigger: Control mechnism that activates Firing Unit/Mechanism. The Trigger determines how the user can fire the weapon. A weapon can posses multiple triggers.
Firing: Unit This component provides motivational force to a ammunition. High Quality Firing Units can project ammunition a great speeds long distances.
StockGrip: Absorbs Recoil. Recoil can effect weapon handling and accuracy. High Quality Stocks can absorbs greater amounts of recoil. Handgrip attaches to player.
Magazine: Magazine PowerCell Canister are storage components. These components effect Ammunition Refill/Recharge speed and Storage Quantity
AmmoMeter: A 3D HUD Display for Ammo Count associated with the magazine.
Scope: A HUD accessory component that assist in visibility of the target (ie: Zoom, Infrared, Thermovision)
Sight + Cursor: A HUD accessory component that assists in targeting object. Displays Targeting Cursor.
Distorter: This accessory attaches to the Barrel of the weapon to muffle sound of Solid Ammunitions or change the visual characteristics of Energy Ammunitions.
Bayonet: This Blade Weapon accessory attaches to the barrel of the weapon and used as melee weapon.
**Deflector **(not shown): This accessory attaches to the Chamber or Barrel providing defense shield capability."
Yes, I can confirm, that is the exact way it is going to work. And it is going to work ;).
I’ve already did some prototypes, and with my WeaponX you can fully set up your weapon and have it ready for your game in under a minute. Without rushing anywhere. Without writing one line of code. And everything is in C++, so no problems with blueprints crashing, disappearing etc. You get best of both worlds:
@TechLord
Hi, this, that is WeaponX is going to be a standalone application, so no blueprints involved.
But try it when is released and see for yourself how the workflow will be compared to blueprints. You may be pleasantly surprised.
Yes a professional ready to use weapon system would be nice, Unity4 had a similar problem until UFPS http://www.visionpunk.com/ was released.
The main difference compared to AAA weapon systems is, that the look&feel lacks many subtle features/animations and settings. So having a better ready to use weapon system would be nice. As for technical implementations c++ is fine, but try to keep as much as possible in blueprints. This will grantee better sales in the marketplace, since many casual devs seems scared of c++ heavy plugins.
Hi ,
The main point is that with WeaponX there will be zero programming involved. Yes, you’ve heard it right, zero As long as you can drag&drop, tick boxes etc, you are good to go. 99% of users will never have to look into code of their weapons. Ever.
If I want to save my weapon Stats, amount of ammunition, weapon level and upgrading, inventory for weapon, ingame weapon usage and customization, loot/spawn, all blueprinted subsystems. How will be this intrinsic interaction?
Hi, this, as far as I understand what you want to do, is a separate from what weapon files are for. You would have to simply write proper game logic which applies to your game. You would not write this logic in weapon files.
Great minds think a like and all that. I’m glad this plugin is to show off your C++ skills. I think this will be awesome.
If this is about generating income for you tho, You may need to consider a BluePrint option for those who would want it. It will expand your target audience no end.
There are 2 reasons people purchase code on the Marketplace.
1.) To implement said feature into their project without creating one of their own.
2.) To learn how someone has created said feature so they can adapt, cut and paste, expand on.
With having this only generate C++ files this means the people that buy for the 2nd reason won’t buy as C++ is not their coding style and Blueprints is their preferred method of coding in UE4.
Like I say depends if this is for Income or a fun learning project earning a bit on the side.
@Concerballs
Hi, thank you for those kind words. Really appreciated.
The WeaponX project is mainly made to help me with my next iteration of Insane Insects. So people who will purchase it will use exactly the stuff I’m using to make my own game.
Allar’s Simple Shooter Sample is for different purposes than WeaponX. But there (on the Marketplace) is another weapon system in Blueprints which the guy you’ve replied to is aware of.