Announcement
Collapse
No announcement yet.
Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!
Collapse
X
-
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
Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit
Support Discord channel: https://discord.gg/NdUHQnC
-
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.Last edited by razmaz51; 04-24-2018, 04:07 PM.
Comment
-
Originally posted by razmaz51 View PostI guess what I'm asking is how to save multiple traps in the Level bp?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/NdUHQnC
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.Last edited by razmaz51; 04-26-2018, 09:04 PM.
Comment
-
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.
Comment
-
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 Postwhat 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'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/NdUHQnC
Comment
-
Originally posted by razmaz51 View Postpic above is just the first 2 sets. for first trap and second trap.cant figure it out.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/NdUHQnC
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.
Comment
Comment