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Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

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    the gamepad support for this, is this for xbox controller ? PS controller? both?i figure i can use combos of up , down , right , and left on the D pad only.and if I change logic , would this have to be done in the main button panel blueprint? looks like I cannot do it in each instance(separately) I put in the level.
    Last edited by razmaz51; 06-14-2018, 11:11 AM.

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      Hi.
      I just got the kit great job!
      I have a Fps/Vr Character That already have all the movement and functions i want... How I can make the AI enemy and turrets react to My character?
      Thanks in advance

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        One thing i noticed is with QTR in order setup, both keyboard and gamepad need to have the same amount of key presses(members) for it to work correctly, example , i set 5 keys QTE order for keyboard , still opens in 3 keys if gamepad section is not also set to 5 presses. And even though they are both set to 5 (was working correctly yesterday), now today the door will still sometimes open in just 3 presses , even though it is set for 5.-------------update , I think this might just be the way my left axis stick is moving. if I am precise with it , it seems to work.
        Last edited by razmaz51; 06-16-2018, 12:47 PM.

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          Also wondering if there is any usable logic for saving AI or other actors that are already dead? So they still dead on next game load. Do i have to have an ID for each and every actor or AI character?

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            Originally posted by razmaz51 View Post
            Also wondering if there is any usable logic for saving AI or other actors that are already dead? So they still dead on next game load. Do i have to have an ID for each and every actor or AI character?
            I don't how to it quickly. I think what you could is a spawner BP with AI character. When player dies, kill all spawned AI's and then spawned them when you need, for example when player is near arena.

            Originally posted by djeik View Post
            Hi.
            I just got the kit great job!
            I have a Fps/Vr Character That already have all the movement and functions i want... How I can make the AI enemy and turrets react to My character?
            Thanks in advance

            Thank you! You would have to reparent it to BP_TPPCharacter class or probably it would be easier to copy your functionality to BP_TPPCharacter.
            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

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              hamsterPL I have three questions:
              I just added a sniper rifle to my game.

              1) When I shoot I hear the gun SFX. However when I move away from my original spawn location, for some reason the gun SFX spawn location doesn't move with me.. i..e it is fixed to either world origin (close to my spawn point) or the spawn point itself of the character or weapon perhaps. How can I fix this? Where is that defined (the spawn location for gun firing sound)?
              Edit: The sound is spawned at the Player Spawn location, not world origin. If I move the PlayerStart elsewhere it starts spawning there. I've done a
              serach for references of the SFX var for an existing weapon (Silenced Pistol) but there are only two and they're both in the BP_TPPCharacter and I've already duplicated them for the Sniper. --> Never mind. It had something to do with the 'Sound Cue' from a weapons back. As soon as I use the sound SFX file for silenced pistol it is ok.
              Final edit: The cue for Silenced Pistol and Dark Scifi weapons looked more or less the same. I copied the cue for the silenced pistol and simply dropped the Wave files for the sniper rifle in and that worked. Even when I removed the mono / distance feature in the Dark Scifi sniper cue it still didn't work. All working now.


              2) How do I make my weapon more accurate? After 100m or so I hit maybe 1 in 20 shots with a sniper rifle. I've set Recoil_Scale in DT_Weapons_player to 0 and SpreadAngle_min and Max in the general settings for the sniper. The 'grouping' and 'bullet drop' are an issue for me. I want it to be accurate and precise over long ranges. Please can you point me toThan the right place? --> solved this. There was one last place called BP_TPPCharacter -- Update Weapons General Settings which I hadn't set up. It was drawing the bullet spread vars from the defaults of the variable itself, not general settings.

              3) When I reload, without aiming down sights, all the other weapon meshes appear. 'Weapon Change' hide/show appear to me correctly set. The meshes are set to not visible in the player bp. Can you advise as to why the meshes would appear during the reload animation / function? --> never mind. This was my fault since I was propagating a 'Set visibility' to all children of Mesh.



              Thanks
              Last edited by Sulli; 06-24-2018, 06:51 AM.

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                Hi there, i just bought the pack and im trying to integrate it to the synty studio packs which doesnt use the default ue4 mannequin. I was able to retarget everything but the problem is i think the IK bones and also the weapons are not in their proper places. Any fix?

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                  Fixed some of the weapon placements except for the aim down sight. When i aim down sight my weapons are not properly placed.

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                    Originally posted by Rogaldorne View Post
                    Fixed some of the weapon placements except for the aim down sight. When i aim down sight my weapons are not properly placed.
                    You might need to fix pose for it then if differences between skeletons are big. You can also play with retargeting options/Translation retargeting. Try to change some arm bone to be driven by animation or skeleton.
                    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


                      Originally posted by hamsterPL View Post

                      You might need to fix pose for it then if differences between skeletons are big. You can also play with retargeting options/Translation retargeting. Try to change some arm bone to be driven by animation or skeleton.
                      I'm pretty new to unreal engine so i'm a bit lost. This occurred on one of my shooter kits and all i had to do was to disable the two bone IK. As for the re targeting everything went fine by using the humanoid rig..its just the weapon problem which occurs when i aim down sight. The AI looks weird though..hands are all twisted.

                      https://youtu.be/mAUlHlD8rqk

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                        seems like a bug probably I would say here. after placing the double door with wall blueprint , if I go to the left side of the door I can walk right though it, right through the glass that is. same coming back , can walk right through the left side. only from the left side. Kind of defeats the point of a button panel.happens both in editor and in packaged. is there a way to fix this?
                        Last edited by razmaz51; 06-28-2018, 12:07 PM.

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                          Originally posted by razmaz51 View Post
                          seems like a bug probably I would say here. after placing the double door with wall blueprint , if I go to the left side of the door I can walk right though it, right through the glass that is. same coming back , can walk right through the left side. only from the left side. Kind of defeats the point of a button panel.happens both in editor and in packaged. is there a way to fix this?
                          I don't thinks so there is a bug. I've just placed this BP on clean project and it seems to work fine. Take a look - https://youtu.be/Z5OHd-bpwMA

                          Originally posted by Rogaldorne View Post

                          I'm pretty new to unreal engine so i'm a bit lost. This occurred on one of my shooter kits and all i had to do was to disable the two bone IK. As for the re targeting everything went fine by using the humanoid rig..its just the weapon problem which occurs when i aim down sight. The AI looks weird though..hands are all twisted.

                          https://youtu.be/mAUlHlD8rqk
                          Looks like it happens only during aiming so only during Two Bone IK node.
                          In your mesh or/and skeleton you might have hand bones rotated by default/different then in manequinn. Play with values in these nodes. When you select one, gizmo will appear in anim BP viewport so you can easly tweak it.

                          Node screen shot:

                          https://s33.postimg.cc/m37u06p1b/image.png
                          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


                            Yup fixed this. I'm just having an issue with the lean on left while in cover with the shotgun weapon. It fires a bit to the right and not in the crosshair. https://youtu.be/CphwOyej03o

                            Comment


                              I don't thinks so there is a bug. I've just placed this BP on clean project and it seems to work fine. Take a look - https://youtu.be/Z5OHd-bpwMA




                              yea it looks good there , I wonder why its doing it on my end. let me take a closer look at it. do you think I would be able to remove just that blueprint from my project and migrate just that blueprint from your demo project into mine?--------------------------------------------------------weird , it happens on newly created "third person shooter kit" project. I put one out on the demo level and it does it. also created a new level (just blank default) , and it does it.
                              Last edited by razmaz51; 06-29-2018, 08:42 AM.

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                                I see , I had the doors to far in the ground. raised them up a bit so the bottom door rails show and he does not go through anymore. thanks------------------------------------------------------------------------------------------------------------------well I found if I jump over the bottom rails , he still goes through--------------------------------------------------------------------------------------------------------------------------------------------------------------I got it worked out ok though.
                                Last edited by razmaz51; 06-29-2018, 09:16 PM.

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