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    Originally posted by razmaz51 View Post
    well he comes with all the anim blueprints and everything and he already reacts to the tpp character and chases and attacks him. I mean , the zombie originally came from somewhere else also.but you made him attack character.i have the collisions set up the same, his mesh is a blocking volume for me, just his swinging claw arm goes through me. he smart enough to go around things. I got him from the Community Content, Tools and Tutorials section of the forums. He is this >>>>>>>> ASSETS] [FREE] AAA Quality Horror Game Monster (Animations and AI Included)
    That's odd. Does you new mesh has correct physical asset?


    Originally posted by theProfessor View Post
    Hamster did you include the patch for destructibles?

    Hmm yeah, I was doing some updates for it like almost a year ago I guess. https://forums.unrealengine.com/unre...uch-more/page9
    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


      what physical asset should I be looking for? And where?
      Last edited by razmaz51; 08-03-2018, 09:22 AM.

      Comment


        Originally posted by razmaz51 View Post
        what physical asset should I be looking for? And where?
        In skeletal mesh editor. https://s15.postimg.cc/jg7h6f357/image.png
        Collision for skeleton are based on this.
        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


          ok so the claw monster should match the PA_Mannequin asset?>>>>>>>>>>>>he is set to "none" in physics asset. if I change it to PA_Mannequin or any other , I cant get with 20 feet of him , there then is some kind of blocking volume , like an invisible wall. When he comes after me , my character just gets pushed away from him.>>>>>>>>>>>>>>That's weird , I got timer bp that kills TPP character after set amount of seconds in it. I put the claw monster over it , and he will trigger the timer on overlap. when it hits zero , the TPP character dies. and i'm not even it it.
          Last edited by razmaz51; 08-05-2018, 12:42 PM.

          Comment


            Originally posted by razmaz51 View Post
            ok so the claw monster should match the PA_Mannequin asset?>>>>>>>>>>>>he is set to "none" in physics asset. if I change it to PA_Mannequin or any other , I cant get with 20 feet of him , there then is some kind of blocking volume , like an invisible wall. When he comes after me , my character just gets pushed away from him.>>>>>>>>>>>>>>That's weird , I got timer bp that kills TPP character after set amount of seconds in it. I put the claw monster over it , and he will trigger the timer on overlap. when it hits zero , the TPP character dies. and i'm not even it it.
            Every skeleton should have different physical asset. It won't match because it's different skeleton, with different bones.
            To create physical asset, right click on skeletal mesh, and creat and assign - https://s8.postimg.cc/lx7h0id9h/image.png
            Here's broad video about physical assets - https://www.youtube.com/watch?v=1avvVfvK-nc
            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


              ok I will give it a shot today. thanks

              Comment


                well , when I set him to SK _ Mannequin physics it does the same thing , cant get within 20 feet of him, but I created and assigned on him and it assigned him " Demon Physics asset" (I guess he is a demon ) , so when he connects correctly with claw swing , he has knocked me across the room , so I guess its working , at least somewhat.

                Comment


                  Originally posted by razmaz51 View Post
                  well , when I set him to SK _ Mannequin physics it does the same thing , cant get within 20 feet of him, but I created and assigned on him and it assigned him " Demon Physics asset" (I guess he is a demon ) , so when he connects correctly with claw swing , he has knocked me across the room , so I guess its working , at least somewhat.
                  Then in physical asset disable collisions for claw bones. Detection for melee attacks is done through tracing anyway.
                  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


                    The trace settings , are those in the anim blueprint. Or could they need to be added? All of the swing attack logic seems to be in the anim blueprint as there is none in the demon bp that i can see. But i can only see state machines and stuff in the anim bp .Wonder if it is his shoulder that is knocking me back now , because in the viewport the character is bigger than the capsule , especially. His arm and claw when it swings.

                    Comment


                      well I got it functioning where the player takes damage from demon, with an overlap and player get damage. is there a way for player to shoot demon ? , where demon is his own bp , not sharing the AI bp like in zombie tutorial.I set up a demon health and added a widget to display it . tpp player bullets pass right through demon. That's as far as I got so far.
                      Last edited by razmaz51; 08-08-2018, 09:07 PM.

                      Comment


                        Originally posted by razmaz51 View Post
                        well I got it functioning where the player takes damage from demon, with an overlap and player get damage. is there a way for player to shoot demon ? , where demon is his own bp , not sharing the AI bp like in zombie tutorial.I set up a demon health and added a widget to display it . tpp player bullets pass right through demon. That's as far as I got so far.
                        Did you setup same collision settings as for my AI? https://s33.postimg.cc/so9kwnljj/image.png
                        You can also try add enemy component.
                        Since you use some custom class for AI, I can't guarantee you that will work. Your enemy should inherit from BP_ThirdPersonShooterAI class.
                        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


                          ok so I set demon collision like your AI and now the bullets hit him and show a flash particle on hit. So I guess I just need to get the weapon / bullets to cause damage to him.Can I cast over to enemy AI. If I wanted to have it inherit from BP thirdpersonshooter AI class , does it then have to be set up like in zombie tutorial , or is there another way?
                          Last edited by razmaz51; 08-10-2018, 07:09 PM.

                          Comment


                            Originally posted by razmaz51 View Post
                            If I wanted to have it inherit from BP thirdpersonshooter AI class , does it then have to be set up like in zombie tutorial , or is there another way?
                            Yes, like zombie tutorial, you just make a child class of BP_ThirdPersonShooterAI. This way you will have all functionality of my AI logic.

                            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


                              ok so its been a while since I looked at zombie tutorial. zombie tutorial shows how to create child class of BP_ThirdPersonShooterAI.? 2. do I have to do all the steps in zombie tutorial? For demon damaging player , I just created a sphere collision , attached it to his claw bone, then on demon bp I did event actor begin overlap, casted to TPP character , then got player get damage event. 3. I guess I'm asking how do I create a child bp from the demon bp? I'm still mr noob here , but not so much anymore.
                              Last edited by razmaz51; 08-11-2018, 10:36 AM.

                              Comment


                                so I went in demon bp and clicked on the props (class settings) and selected the bp_ThirdPersonShooterAI as parent. Is this all I have to do? I see after doing this , some of the third person shooter AI components are now in the box on the upper left in demon bp. 2. Wow so all the settings for the thirdperson shooter AI are on the right panel now. though I noticed the demon automatiacally has a shield around him (even in viewport) , it is not set to have shield in the settings and seems I cannot remove it. I can shoot the shield away and shoot demon and he disappears after a bit (destroying actor?) 3. also I get some errors :PIE: Error: Blueprint Runtime Error: Accessed None trying to read property Anim BP Object from function: 'Invoke Look Around' from node: Branch in graph: Invoke Look Around in object: BP_ThirdPersonShooterAI with description: Accessed None trying to read property Anim BP Object
                                PIE: Error: Blueprint Runtime Error: Accessed None trying to read property Anim BP Object from function: 'Invoke Look Around' from node: Set Current Look Around Anim in graph: Invoke Look Around in object: BP_ThirdPersonShooterAI with description: Accessed None trying to read property Anim BP Object
                                PIE: Error: Blueprint Runtime Error: Accessed None attempting to assign variable on an object from function: 'Invoke Look Around' from node: Set Current Look Around Anim in graph: Invoke Look Around in object: BP_ThirdPersonShooterAI with description: Accessed None attempting to assign variable on an object
                                PIE: Error: Blueprint Runtime Error: Accessed None trying to read property Anim BP Object from function: 'Invoke Look Around' from node: Set Looking around in patrol in graph: Invoke Look Around in object: BP_ThirdPersonShooterAI with description: Accessed None trying to read property Anim BP Object
                                Last edited by razmaz51; 08-11-2018, 11:59 AM.

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