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    Originally posted by CarlsbergAdam View Post

    I clearly don't know what I'm doing. I can not find the CheckLowerBodyAngle Event or the CorrectLowerBody Timeline.
    It's not it the project. I've just showed you how to do it


    Originally posted by razmaz51 View Post
    " I clearly don't know what I'm doing " ----same thing i was thinking about me.--------------well I set things up just like you show it in level bp. but it don't do anything for saving or loading the trap state.what am I supposed to try to save? the variable I added to the progress struct?the variable ( BP_Trap_Electric_Wall6Active ) somehow affects the trap, if I check its default box in the trap bp, the trap no longer works, it wont disable anymore. and even though "use once" is checked , he can repeatedly push the button.(well it was , now it doesn't seem to make a difference where default value box is checked or not. it always works normally now).-------------------the button simulation setup we just did, what is it supposed to do? allow that variable to be saved by any save system with the traps deactivated?Like the onsavegsmesave and onsavegameload setup shown in the pics above? or is it tied in with level finish bp? hence the "bind event to level finished reached".i mean , it shouldn't be that hard to save a trap after its deactivated.

    I've made a tutorial which I hope will answer all your questions.



    Last edited by hamsterPL; 04-23-2018, 09:37 PM.
    Game frameworks on Unreal Marketplace:

    Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

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    Comment


      awesome , let me check it out.

      Comment


        wow , thanks for doing the tutorial. it works , there was a heck of a lot more in the setup than is in that pic you linked before. i would never have figured that all out with as little as i know. only difference is i have 6 traps on my level. so i guess i will add all 6 traps in the player progress struct. and connect them.i guess that's whet I would do correct?other thing is , once its saved disabled, it stays that way. how can I reset the trap again ? (for testing or new game or whatever). when I delete the player progress save from the project folder it resets., is that only way?
        Last edited by razmaz51; 04-24-2018, 08:10 AM.

        Comment


          so I tried to connect more than one trap in the progress struct to branch in level blueprint, but it only allows one connection at a time. how can I connect all 6 traps?i mean , I have 6 traps on the "break progress struct , they are red pins), they would go to the condition pin on the branch, but it only allows 1 connection at a time.can I connect all the traps to the branch?so how to get all the yellow circled pins , into the blue circled pin. Click image for larger version

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          Last edited by razmaz51; 04-24-2018, 04:07 PM.

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            i tried this for multi traps , adding on to your setup in Level bp. not sure if I have to copy everything for each trap or another way . Click image for larger version  Name:	multitrap.jpg Views:	1 Size:	304.2 KB ID:	1466318Click image for larger version  Name:	multitrap 2.jpg Views:	1 Size:	273.7 KB ID:	1466319
            Last edited by razmaz51; 04-24-2018, 11:37 PM.

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              I guess what I'm asking is how to save multiple traps in the Level bp?

              Comment


                Originally posted by razmaz51 View Post
                I guess what I'm asking is how to save multiple traps in the Level bp?
                You can do multiple times what I've instructed in tutorial.
                Game frameworks on Unreal Marketplace:

                Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                Support Discord channel: https://discord.gg/6rgv5Tj

                Comment


                  so I got new problem , I copied and pasted 5 complete setups from the trap save tutorial. one for each of my traps,except each one referencing the next trap.. so in the save portion progress struct node , if all of the traps are selected in the settings toolbar , and deselected in the node (like normal setup), if I then play and save 1 trap , quit and reload , then all the rest of the traps are deactivated automatically. so I tried deselecting all the traps in the toolbar except the one currently referenced,(left it deselected on struct node), did this for each trap. but then if I disable trap 1 say, and save its good, but if I disable trap 2 ,then trap 2 is saved as disabled but trap 1 is active again behind it. so I tried deselecting 1st trap on first node set , 1st and 2nd trap on 2nd node set , 1st , 2nd and 3rd trap on third node set , etc....but if I go in the level and disable just trap 3 , the trap 1 and 2 are automatically disabled. so basically , with multiple traps in the progress struct node selected, if you disable 1 trap , all the others that are selected get automatically disabled too. Click image for larger version

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                  Last edited by razmaz51; 04-26-2018, 09:04 PM.

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                    1st pic is what each struct node looks like. when all the traps are selected on the right in tool bar , then if I disable any of the traps , then they all get saved as deactivated automatically . 2nd pic would be first trap struct node and 3rd pic would be the next struct node , if I do it that way , first trap saves good , but when I save the second one , then the first one becomes active again. Click image for larger version

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                      what I don't understand is if I make each struct node for one trap apiece, why it reactivates the other trap/s.its like it takes the latest struct node and whatever it is set to , it goes by those settings.like if there were only 2 traps and the pic just above was the struct node setting for the second trap, it will save only the second trap as disabled. even if the first trap was already disabled , once the second one is disabled and it saves , the first trap will be reactivated again. just like if all the traps are selected in the struct node(like in the first picture ), and I disable only trap 5 , all the other traps will be disabled as well.you could try to put 3 traps on your test level and add em to the struct ,and go in and disable trap number three and save and reload and see if all the traps are disabled.
                      Last edited by razmaz51; 04-27-2018, 03:53 PM.

                      Comment


                        Originally posted by razmaz51 View Post
                        what I don't understand is if I make each struct node for one trap apiece, why it reactivates the other trap/s.its like it takes the latest struct node and whatever it is set to , it goes by those settings.like if there were only 2 traps and the pic just above was the struct node setting for the second trap, it will save only the second trap as disabled. even if the first trap was already disabled , once the second one is disabled and it saves , the first trap will be reactivated again. just like if all the traps are selected in the struct node(like in the first picture ), and I disable only trap 5 , all the other traps will be disabled as well.you could try to put 3 traps on your test level and add em to the struct ,and go in and disable trap number three and save and reload and see if all the traps are disabled.
                        I think the problem could be in your level blueprint script. I can't see exacly because picture is too small.

                        I'm confused a bit anyway... can you look at this live from Epic training https://www.youtube.com/watch?v=Adeu5yCDUuI
                        They cover a lot about saving and loading game, also structs.
                        Game frameworks on Unreal Marketplace:

                        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                        Support Discord channel: https://discord.gg/6rgv5Tj

                        Comment


                          basically I just took your whole tutorial setup and copied it 5 times , one for each trap, and tied it together to the event begin play with another sequence. Click image for larger version

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                            pic above is just the first 2 sets. for first trap and second trap.cant figure it out.
                            Last edited by razmaz51; 04-29-2018, 10:39 AM.

                            Comment


                              Originally posted by razmaz51 View Post
                              pic above is just the first 2 sets. for first trap and second trap.cant figure it out.
                              I think it happens because you change every parameter in struct to false. Try to select struct and hide all not used pins. I've done it here https://youtu.be/0b5dTYv2yJo?t=10m16s
                              Game frameworks on Unreal Marketplace:

                              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                              Support Discord channel: https://discord.gg/6rgv5Tj

                              Comment


                                I tried that already,, I got it set that way now. there's a save progress struct node in each setup ( 5 traps) . in 1st trap struct all pins are hidden except 1st trap pin , in 2nd trap setup struct all pins are hidden except 2nd trap pin, in 3rd trap setup struct all pins are hidden except 3rd trap pin. same for 4th and 5th. start play , print string says all traps are active, go and disable trap 2 for example , print string says trap disabled saving game. stop level , start again and disable 1st trap and quit again.trap 1 is disabled but now on restart trap 2 is active again when it was just saved as inactive on first start. if I start again and go back and disable trap 2 again , now on restart trap 1 is active again.trap 1 and 2 are just examples , it could be with any traps. With 5 copies of the whole setup , Its like it takes whatever trap you last disable and uses the settings from the nodes related to that trap.theres got to be something im missing .
                                Last edited by razmaz51; 04-30-2018, 02:32 PM.

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