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Announcing Section #3 for Survival Game - AI & Behavior Trees

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    #16
    Originally posted by Moss View Post
    Nice pic @Hevedy :P
    Hey thanks you if from my unreleased map for COD5
    Last edited by Hevedy; 04-27-2015, 07:49 AM.
    Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
    Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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      #17
      That map looks great! I have to stick to freely available sample assets to fill up my levels unfortunately
      Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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        #18
        Originally posted by Tom Looman View Post
        That map looks great! I have to stick to freely available sample assets to fill up my levels unfortunately
        If you need something, you can use my pack Purpleprint with CC-BY if you like.

        But about the support of crouch and run with Lerp/smooth will be in that version ?
        Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
        Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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          #19
          Working on AI and meanwhile I tweaked the container city map a bit to include a night variation. As with everything in the project, this is very WIP and subject to change...a lot

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          Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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            #20
            Looks great!, I like this dark ambient. Only missing to apply the materials to give more backdrop at this scene.
            Last edited by JoaquinMParrilla; 04-28-2015, 03:12 AM.

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              #21
              Section 3 docs are now available on the Wiki! RIGHT HERE

              Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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                #22
                Well! Tomorrow i will look into doc and code

                P.S.
                Shared on Reddit
                Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

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                  #23
                  Oh man this awesome I'm gonna start digging through all this right now. Thank you again so much Tom!

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                    #24
                    Thanks Tom for this! =)
                    This is not relevant to this project so I'm sorry if its off topic, but i am using this project as a base for learn and implement some stuff.
                    Im trying to get it work with a FPS camera, and for aiming i am using a camera on the weapon, and blending between them with:

                    (Weapon.cpp)
                    Code:
                    Cast<ASPlayerController>(MyPawn->GetController())->SetViewTargetWithBlend(this, 0.20f, VTBlend_Linear, false);
                    For some reason when i do that i get this problem:
                    https://forums.unrealengine.com/show...ue-FPS-problem

                    I suspect that the issue could be related to the calculation of the pitch on SCharacter:

                    Code:
                    FRotator ASCharacter::GetAimOffsets() const
                    {
                    	const FVector AimDirWS = GetBaseAimRotation().Vector();
                    	const FVector AimDirLS = ActorToWorld().InverseTransformVectorNoScale(AimDirWS);
                    	const FRotator AimRotLS = AimDirLS.Rotation();
                    
                    	return AimRotLS;
                    }
                    (whitch is used on the animblueprint for aiming calculation, breaking the FRotator)

                    So do you know if the change of camera can somehow cause this problem?, I have this problem since a few days ago

                    Again i am sorry if the question shouldn't be here, and thanks again for this project, it's really helpful!

                    Alex.-
                    pd: Excuse my English.

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                      #25
                      @Tom is possible to view something about bullet penetration through the walls with different materials and how manage with different models/walls thickness?
                      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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                        #26
                        Originally posted by Hevedy View Post
                        @Tom is possible to view something about bullet penetration through the walls with different materials and how manage with different models/walls thickness?
                        I'd love to make that some time, don't think it will make it into the 6 sections though...
                        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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                          #27
                          Originally posted by Tom Looman View Post
                          I'd love to make that some time, don't think it will make it into the 6 sections though...
                          Thanks for reply, nice to know that will be nice, now i waiting to see how you manage the camera transition smooth at crouch and the run/crouch anims for the next Section #4 ?
                          The AI and the Section #3 looks nice, nice work.
                          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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                            #28
                            Shooting Angles of Players

                            Hi Tom,
                            These C++ tutorials and discussions are very helpful. The other day, I was just tinkering with the networking aspect of the project, and I found some differences in the shooting angles of the multi-players, you can check it using two players. The way it appears, if you look at the two screens using two players simultaneously while shooting one of them, you can see the angle is way off from the two distinct point of view. I wonder why is that ?

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                              #29
                              Originally posted by S_Alam View Post
                              Hi Tom,
                              These C++ tutorials and discussions are very helpful. The other day, I was just tinkering with the networking aspect of the project, and I found some differences in the shooting angles of the multi-players, you can check it using two players. The way it appears, if you look at the two screens using two players simultaneously while shooting one of them, you can see the angle is way off from the two distinct point of view. I wonder why is that ?
                              That's true, I need to fix that issue. It's because player 1 shoots from center screen and player 2 sees player 1 shooting from his weapon barrel instead. But I don't adjust the angle to account for that difference.
                              Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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                                #30
                                Hey Tom!

                                While testing, I noticed that RifleImpactEffectsXXX Never gets removed from the actor list.
                                I couldn't test with the latest version of the game (Sorry!), but this seems important enough to report here!

                                How to reproduce: Start the game in the editor, shoot into something (e.g.: the ground). A new Actor based on RifleImpactEffects will be created, but won't ever be removed.

                                Hope it helps!

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