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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 vali.olteanu View Post
      Hi, I wonder how can I make de enemy AI to hear my character when moving? By default the AI doesnt hear the player, just the gunshots.
      Its already done. Look for for example run noise property in player character blueprint in noise settings section. Also you can add notifies to current animations. Look in player animation blueprint, for noise notifies logic.
      Originally posted by razmaz51 View Post
      no matter where I aim , the aiming trace is in the center of the crosshair, when I am up close to wall , bullets hit below crosshair and if I am farther back bullets hit up to the right of crosshair., I found the current weapon variable and changed the shotgun aiming pose , but doesn't really seem to change bullet hit location. Click image for larger version  Name:	aim-trace.png Views:	1 Size:	308.8 KB ID:	1564928
      Well bullets will go to crosshair direction always towards direction where player aims. Maybe I've done logic for shotgun differently I would have to check. Now I don't have access to PC so I can do it after Christmas brake. What are you trying to achieve btw.?
      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


        Well the shotgun bullets were initially spread out covering a wider area , but I lowered the spread max to bring them together, so shotgun is more powerful but must be more precise to hit(basically the many spread out bullets are hitting in same location now). So thing is when i'm aiming at enemy with shotgun , I shoot it misses him many times because it shoots off to the right of the crosshair , or down or something. To hit enemy I have to aim the to left of him , which is awkward. so i'm trying to get the shotgun bullets to hit the center of the crosshair when aiming and shooting.

        Comment


          Originally posted by razmaz51 View Post
          Well the shotgun bullets were initially spread out covering a wider area , but I lowered the spread max to bring them together, so shotgun is more powerful but must be more precise to hit(basically the many spread out bullets are hitting in same location now). So thing is when i'm aiming at enemy with shotgun , I shoot it misses him many times because it shoots off to the right of the crosshair , or down or something. To hit enemy I have to aim the to left of him , which is awkward. so i'm trying to get the shotgun bullets to hit the center of the crosshair when aiming and shooting.
          I see so I will look at this after Christmas break. What you can test now is to change shotgun bullet class to projectiles like pistol silenced has and you can enable 3d aiming mode. There should a flag under shotgun settings for it. Then it takes physical direction of gun instead of crosshair.
          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 check it. Happy Holidays

            Comment


              I don't know if this is a problem with the AI or I am too dumb but for this kit, for some reasons the bots refuse to follow me/search for me after I shoot at them. Using setting "keep distance from player" they do that, they keep the distance but quite a long distance so they rarely shoot at me. I even provided them with cover points so that they could jump from one cover to another near me but they don't, they just keep their cover. "Random Fight" doesn't seem to make any difference.
              What I want is the bots to act like an attacking force while the player defends itself/try to escape.

              Another thing, is there a way to make the bots to return after being alarmed to the nearest pathnode instead of going to their asigned pathnode?
              Thank you in advance

              Comment



                Originally posted by razmaz51 View Post
                Well the shotgun bullets were initially spread out covering a wider area , but I lowered the spread max to bring them together, so shotgun is more powerful but must be more precise to hit(basically the many spread out bullets are hitting in same location now). So thing is when i'm aiming at enemy with shotgun , I shoot it misses him many times because it shoots off to the right of the crosshair , or down or something. To hit enemy I have to aim the to left of him , which is awkward. so i'm trying to get the shotgun bullets to hit the center of the crosshair when aiming and shooting.
                I've looked how shotgun is made. Bullet traces from shotgun actually don't go to camera end trace, because shotgun has multiple pellets (sub bullets), so to make player shoot towards crosshair, change
                pose for shotgun, same way I showed before. You can see where the bullets go if you enable debug trace in bullet trace BP.


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                Originally posted by vali.olteanu View Post
                I don't know if this is a problem with the AI or I am too dumb but for this kit, for some reasons the bots refuse to follow
                me/search for me after I shoot at them. Using setting "keep distance from player" they do that, they keep the distance but quite a long distance so they rarely shoot at me.
                I even provided them with cover points so that they could jump from one cover to another near me but they don't, they just keep their cover.
                "Random Fight" doesn't seem to make any difference.
                What I want is the bots to act like an attacking force while the player defends itself/try to escape.

                Another thing, is there a way to make the bots to return after being alarmed to the nearest pathnode instead of going to their asigned pathnode?
                Thank you in advance
                Try to play with settings in section "keep distance from player". There is 25% probability for getting into cover by default. Also there is plenty setting for covering, and by default, AI will go farhest from player.

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                Regarding returning to nearest pathnode - it's not in the kit, it should be easy to do - trace for pathnode, find nearest, but since it's pretty big system, I don't know now what implications it would have.


                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


                  hamsterPL, I did 0 the amo on one your chars and it work kind of. Don't like the gun. This is an by stander. If I wanted to change the color of one of your enemies I could use a copy of the skeleton?? Would this work? And remove the gun? Still would like to see a tutorial on using a Mixamo char.

                  Comment


                    Originally posted by theProfessor View Post
                    hamsterPL,
                    I did 0 the amo on one your chars and it work kind of. Don't like the gun. This is an by stander.
                    If I wanted to change the color of one of your enemies I could use a copy of the skeleton?? Would this work?
                    And remove the gun? Still would like to see a tutorial on using a Mixamo char.
                    If you want just a color, change material, and more precisely, change it in material instance. https://docs.unrealengine.com/en-us/...erialInstances
                    Example material instance - MaterialInstanceConstant'/Game/ThirdPersonKit/Materials/M_Dissolve_AI_Body_Green_Inst.M_Dissolve_AI_Body_Green_Inst'

                    Creating tutorial for Mixamo character is problematic, because Mixamo skeletons don't have proper root bone - root is hips, so every animation with root motion, will not work.

                    What I'm suggesting (and wrote before about it) is use this tool - https://www.unrealengine.com/marketp...on-retargeting it will add root bone.

                    Then you just follow this tutorial - https://youtu.be/-HyJndcPqS8 If you don't want root motion animations to work, you can also use this tutorial, It's the same.
                    I'm not going to do tutorial when it's relying on third party solution, because that will be misleading.
                    There are also plenty tutorials online how to import mixamo character, like this one - https://www.youtube.com/watch?v=vgo4jnM0NyY
                    I'm not going to do tutorial when it's relying on third party solution, because that will be misleading.


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                    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 got the shotgun aiming pretty good in the center. Though it seems the distance he is away affects it a lot. Is that normal? about 6 feet away it hits right in center , if I move up close , say 2 to 3 feet , it hits down below even when aiming straight. if I move further , say 10 to 15 feet it hits up to the right.

                      Comment


                        Originally posted by razmaz51 View Post
                        Ok so I got the shotgun aiming pretty good in the center. Though it seems the distance he is away affects it a lot. Is that normal? about 6 feet away it hits right in center , if I move up close , say 2 to 3 feet , it hits down below even when aiming straight. if I move further , say 10 to 15 feet it hits up to the right.
                        I don't quite know what do you mean, but I'm guessing you mean it is spreading too much? As I mentioned couple posts before, you can decrease it https://forums.unrealengine.com/unre...08#post1566508
                        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


                          No its not spreading too much , all the shots are hitting in a single place , its just when i'm standing at different distances from something i'm shooting. The hit location changes depending on how far I am. But its more functional now.
                          Last edited by razmaz51; 01-02-2019, 08:12 PM.

                          Comment


                            hamsterPL How about a supplement to the kit. Character develop. Not just enemies. I did get the color change to work. Thanks. I little $30 package.

                            Comment


                              I just drag the materials right onto the character in the level.

                              Comment


                                So your inputs for gamepad , are they meant to support regular gamepad on pc ? PS4 ? Xbox ? all of the above?

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