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

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    Originally posted by theProfessor View Post

    How do I get the options menu to come up?
    I found it. Thanks.

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      do camera blocking volumes work? when I am in aim mode close to a wall or something( or even just standing at the correct angle by a wall) , when I turn I can see right through the wall. I tried camera blocking volume but it didn't seem to do anything.i can set all static mesh actors to "block all" and it works for when he stands next to a wall say. but still , when I am using right mouse button , in aiming mode it still clips through the wall when I turn at certain angles. or when I am in cover it does it , even without using right mouse button aiming mode. ------------------Update , so I moved the right aiming helper camera a bit up and in towards the character and that part is ok now. it is just when he is in cover that it happens now.
      Last edited by razmaz51; 08-31-2018, 09:00 PM.

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        also was wondering if there was any known issues with the elevator button panels. I go back to earlier levels to check them out and wherever I put elevator platforms there is extra button panels. Sometimes overlayed on the platform or just 2 next to each other. where there should only be one.

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          HamsterPL, if you have time would you use one of Paragon characters and create a NPC enemy. Using a mic, thanks.

          Comment



            Originally posted by razmaz51 View Post
            do camera blocking volumes work? when I am in aim mode close to a wall or something( or even just standing at the correct angle by a wall) , when I turn I can see right through the wall. I tried camera blocking volume but it didn't seem to do anything.i can set all static mesh actors to "block all" and it works for when he stands next to a wall say. but still , when I am using right mouse button , in aiming mode it still clips through the wall when I turn at certain angles. or when I am in cover it does it , even without using right mouse button aiming mode. ------------------Update , so I moved the right aiming helper camera a bit up and in towards the character and that part is ok now. it is just when he is in cover that it happens now.
            Try to play with spring arm component in player character, with probe size and socket offset.


            Originally posted by theProfessor View Post
            HamsterPL, if you have time would you use one of Paragon characters and create a NPC enemy. Using a mic, thanks.
            Actually I've already made it once but didn't record it. I plan to make bigger patch with already example characters from Paragon and so on. I just need more free time for it.

            Originally posted by razmaz51 View Post
            also was wondering if there was any known issues with the elevator button panels. I go back to earlier levels to check them out and wherever I put elevator platforms there is extra button panels. Sometimes overlayed on the platform or just 2 next to each other. where there should only be one.
            I had this in UE 4.18 I belivie and can't reproduce it now on 4.20. I think it's engine bug. You might reinstall the engine or make a copy of this BP. Maybe it will help.


            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 automatic doors have the option to use the button panel, but the doors automatically open when you reach the trigger box. Panel or no panel. Am I missing something?

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                Originally posted by razmaz51 View Post
                OK , so the automatic doors have the option to use the button panel, but the doors automatically open when you reach the trigger box. Panel or no panel. Am I missing something?
                You mean Blueprint'/Game/ThirdPersonKit/Blueprints/BP_Automatic_Door.BP_Automatic_Door' ? Maybe you change default values in parent BP. Anyway there is property "Use Panel Button" in this BP. Set it to false and panel should disappear.
                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


                  yes I checked the box to use the panel button, the panel button appears , but I don't have to use it , I can just walk up to the door and it automatically opens anyway. if I use the button it acts normally but the door don't open. 2. I wonder if i should migrate the blueprint files from the 3rd person shooter kit project to my project and overwrite the files. I been having some trouble with the turrets lately as well, where they sometimes react to me and shoot and sometimes dont. Or they turn red like they see me but just sit there and dont shoot. Even when I shoot them , they quickly look at me and turn red but don't shoot. Where is the logic for the turrets? In BP it says the base hard turret is the parent , but there is no logic there either. Would there be an issue with migrating and overwriting the blueprint files in my project?
                  Last edited by razmaz51; 09-06-2018, 08:25 PM.

                  Comment


                    Originally posted by razmaz51 View Post
                    yes I checked the box to use the panel button, the panel button appears , but I don't have to use it , I can just walk up to the door and it automatically opens anyway. if I use the button it acts normally but the door don't open. 2. I wonder if i should migrate the blueprint files from the 3rd person shooter kit project to my project and overwrite the files. I been having some trouble with the turrets lately as well, where they sometimes react to me and shoot and sometimes dont. Or they turn red like they see me but just sit there and dont shoot. Even when I shoot them , they quickly look at me and turn red but don't shoot. Where is the logic for the turrets? In BP it says the base hard turret is the parent , but there is no logic there either. Would there be an issue with migrating and overwriting the blueprint files in my project?
                    Well that's automatic door so it will work this way. If you need door that opens with button, use Blueprint'/Game/ThirdPersonKit/Blueprints/BP_Double_Door_With_Wall.BP_Double_Door_With_Wall'

                    Migrating turrets logic should work in general, you have watch out for collisions setup though. I made custom collision channels.

                    Turret logic is in turret enemy BP - Blueprint'/Game/ThirdPersonKit/Blueprints/BP_Turret_enemy.BP_Turret_enemy'
                    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 Human AI in this package is Amazing. It could rival many AAA titles...


                      However, we're replacing the awesome Player Character above, entirely with our own integrating Advanced Locomotion / Kubold's Cover Animset Pro / Interactions.
                      We're also retrofitting the project for Multiplayer. We're seeking feedback from others who have swapped out the TPSK Player Character and a potential codeveloper. We're considering the following implementations:
                      1. Use the TPSK Player Class, re-parent to our Player Character Base Class. (Appropriate variables and statemachines in TPSK Character Animgraph as needed).
                      2. Extract the variables in TPSK Player Class referenced in Human AI, add them to our Player Character Class.
                      3. Extract the variables in TPSK Player Class referenced in Human AI, and encapsulate them, in a Actor Component usable in any character.
                      We're interested in any and all input. Interested in codeveloping this with us? Lets Chat. Must be a verified owner of TPSK and possess some Bluerprints Networking Knowledge/Experience.
                      GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                      Comment


                        HamsterPL, if you have time would you use one of Paragon characters and create a NPC enemy. Second request.

                        Comment


                          Originally posted by theProfessor View Post
                          HamsterPL, if you have time would you use one of Paragon characters and create a NPC enemy. Second request.
                          Request noted. I'm working on this. It takes time. I'm working on simplyfing whole adding new weapons and character workflow. I work on free time when I find it which is combination of regular work at the studio, health issues, moving to other country and avoiding NDA break.
                          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


                            how does the BP_Checkpoint keep the state of the game? Meaning if I kill some enemies and then die and respawn at a checkpoint , those enemies remain gone when I respawn. I see in the BP there is a function "get gamestate" node. Is this where it does it? Is it possible to use that node to do the same thing with a save and load function? In any case I don't see the "get gamestate" function in the Checkpoint BP. Is it located somewhere else?
                            Last edited by razmaz51; 09-30-2018, 11:20 PM.

                            Comment


                              Originally posted by razmaz51 View Post
                              how does the BP_Checkpoint keep the state of the game? Meaning if I kill some enemies and then die and respawn at a checkpoint , those enemies remain gone when I respawn. I see in the BP there is a function "get gamestate" node. Is this where it does it? Is it possible to use that node to do the same thing with a save and load function? In any case I don't see the "get gamestate" function in the Checkpoint BP. Is it located somewhere else?
                              Checkpoint system dont save enemies state. Its Just for respawning. I dont use game state, its engine thing.
                              You check my tutorial how you can extend checkpoint system https://youtu.be/0b5dTYv2yJo
                              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


                                link took me to the saving trap state tutorial

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