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

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    #31
    Originally posted by FastGamerr View Post
    editor message log got full of messages.
    It looks pretty good on video. Hard to say what's wrong. Problably something simple is missing. Can you send me these logs? On e-mail or via 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/6rgv5Tj

    Comment


      #32
      I haven't replicated the exact problem yet, but I noticed that something always tends to happen if I change the visibility/texturing of the AI character's eye meshes (turning their Visible/Cast Shadow values into False or changing the texture to Invisible). In fact, I tried to replicate the problem by changing those visibility stats when UE4 crashed.

      But now I managed to change the AI model to Trooper, and they act like they should (but the blue eye meshes are visible).
      . V .
      NEO-TODOA | Deus Ex: Nihilum | TODOA

      Comment


        #33
        Originally posted by FastGamerr View Post
        I haven't replicated the exact problem yet, but I noticed that something always tends to happen if I change the visibility/texturing of the AI character's eye meshes (turning their Visible/Cast Shadow values into False or changing the texture to Invisible). In fact, I tried to replicate the problem by changing those visibility stats when UE4 crashed.

        But now I managed to change the AI model to Trooper, and they act like they should (but the blue eye meshes are visible).
        I might have an idea what happens. Manequin material and all additional meshes materials have dissolve effect, which is triggered when AI dies and gets damage. One tip is to set "Damage indicated with dissolve effect" to false.
        I just notice another thing - in Dissolve Materials graph there are unassigned pins. I had this problem before in side scrolled and fixed it, but it occurs again. It caused by engine bug: "4.13.1: Fixed! UE-35585 Migration from 4.12.5 to 4.13 can result in Blueprint functions losing input/ouput variables"
        I'm fixing it now and send patch.
        Thanks
        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


          #34
          Thanks so much for the help! I disabled the "Damage indicated with dissolve effect" boxes, and now the eye meshes are gone and I could play through the demo level without any oddities or extra lag. But yeah, compiling the Player and AI blueprints does come up with a lot of errors concerning unassigned pins.
          . V .
          NEO-TODOA | Deus Ex: Nihilum | TODOA

          Comment


            #35
            Originally posted by FastGamerr View Post
            Thanks so much for the help! I disabled the "Damage indicated with dissolve effect" boxes, and now the eye meshes are gone and I could play through the demo level without any oddities or extra lag. But yeah, compiling the Player and AI blueprints does come up with a lot of errors concerning unassigned pins.
            I'm glad I could help. Although I don't have any errors on compile. Can you send them over? And more importantly, do they occur on clean project so I can reproduce that?
            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


              #36
              Sadly, I don't have a clean project anymore (haven't tested on one, either), but this occurs after changing the player/AI meshes and the other stuff I've mentioned above (pistol being the only changed weapon, that is). The errors are like

              Code:
              Info The execution path doesn't end with a return node.  then
              
              Info The execution path doesn't end with a return node.  else
              ... and they appear all over the blueprint. There's way too many of them for me to specifically list at the moment, though :\

              But the blueprint compiles without any other errors, so there's that green OK sign on top of the "Compile" button.
              . V .
              NEO-TODOA | Deus Ex: Nihilum | TODOA

              Comment


                #37
                Originally posted by FastGamerr View Post
                Sadly, I don't have a clean project anymore (haven't tested on one, either), but this occurs after changing the player/AI meshes and the other stuff I've mentioned above (pistol being the only changed weapon, that is). The errors are like

                Code:
                Info The execution path doesn't end with a return node.  then
                
                Info The execution path doesn't end with a return node.  else
                ... and they appear all over the blueprint. There's way too many of them for me to specifically list at the moment, though :\

                But the blueprint compiles without any other errors, so there's that green OK sign on top of the "Compile" button.
                These are not errors. It's just as is said "Info" when function don't has return node connected. Functions don't have to have them, also in some functions it's intended, for example when using for loops.
                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


                  #38
                  Alrighty, good to know!

                  I'm probably gonna post more reports next weekend, but one issue that I've noticed is that sometimes when you press 1 for the pause menu, and then restart the level or load from a checkpoint, all sounds or just select sounds like music/ambient sounds/weapon sounds etc. tend to disappear. Sometimes they reappear in the next level (or after loading the checkpoint), sometimes they don't.
                  . V .
                  NEO-TODOA | Deus Ex: Nihilum | TODOA

                  Comment


                    #39
                    Originally posted by FastGamerr View Post
                    Alrighty, good to know!

                    I'm probably gonna post more reports next weekend, but one issue that I've noticed is that sometimes when you press 1 for the pause menu, and then restart the level or load from a checkpoint, all sounds or just select sounds like music/ambient sounds/weapon sounds etc. tend to disappear. Sometimes they reappear in the next level (or after loading the checkpoint), sometimes they don't.
                    I'm pretty sure it's this engine bug - https://issues.unrealengine.com/issue/UE-39650
                    As that report says, target fix is 4.15
                    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


                      #40
                      Few people asked me how to make a unarmed state. Here's basic setup



                      I also fixed crosshair issue when viewport had non 16:9 resolution. It will be in patch 1 which I've send to Epic today.
                      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


                        #41
                        The crosshair does not line up with were the shot.

                        Comment


                          #42
                          Originally posted by theProfessor View Post
                          The crosshair does not line up with were the shot.
                          I already fixed that. Patch is coming. Please look at this posts:

                          https://forums.unrealengine.com/show...l=1#post665130

                          and

                          https://forums.unrealengine.com/show...l=1#post664556
                          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


                            #43
                            Is there anyway to have a toggle to set the crosshair on all the time?

                            Comment


                              #44
                              [MENTION=16530]hamsterPL[/MENTION]
                              Good job, it could suit my actual game project.
                              Are characters able to strafe or move to random positions when the player is shooting them, can this be done ? Do they stop firing when another character is in front of them ?
                              On the video characters are behind a cover, but they don't use it when reloading, can this be changed ?
                              Finally will it be compatible with 4.15 ?

                              Comment


                                #45
                                Originally posted by Galeon View Post
                                [MENTION=16530]hamsterPL[/MENTION]
                                Good job, it could suit my actual game project.
                                Thanks!

                                Originally posted by Galeon View Post
                                [MENTION=16530]hamsterPL[/MENTION]
                                Are characters able to strafe or move to random positions when the player is shooting them, can this be done ?
                                Yes. In AI blueprint, set combat type to "random fight". Then using variables in "Random Fight" section you can set distance and probability how often AI should strafe.

                                Originally posted by Galeon View Post
                                [MENTION=16530]hamsterPL[/MENTION]
                                Do they stop firing when another character is in front of them ?
                                Yes, AI is stop firing when see obstacle on their way.


                                Originally posted by Galeon View Post
                                [MENTION=16530]hamsterPL[/MENTION]
                                On the video characters are behind a cover, but they don't use it when reloading, can this be changed ?
                                Reloading don't stop AI's to using cover. AI have a probability exuction for cover which can be changed, and AI does various checks if cover is valid, for example for distance, angle etc.

                                Originally posted by Galeon View Post
                                [MENTION=16530]hamsterPL[/MENTION]
                                Finally will it be compatible with 4.15 ?
                                It will be 4.15 compatible. I will send update probably during weekend.

                                Originally posted by theProfessor View Post
                                Is there anyway to have a toggle to set the crosshair on all the time?
                                In short, open BP_TPPCharacter, open function update crossshair visibility and connect function input to unhiding crosshair section. Open HUD UMG, select crosshair object in designer section and in properties set it to visible.
                                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

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