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Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!
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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
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Originally posted by tmckenzie17 View Post
Any estimated release date?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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Just loaded the update. Used the AR level. Get this error. " Blueprint Runtime Error: "Accessed None trying to read property ThirdPersonCamera". Blueprint: BP_TPPCharacter Function: Calculate Aim Offset Yaw Graph: CalculateAimOffsetYaw Node: Return Node"
No NPC. Disappointed.
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Another problem. Modifing Bp_Bullettrace so I can destroy DM's. I can't change Apply Point Damage or Apply Radial Damage.
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May 2019 update info
Released on 22.05.2019
Video walkthrough:
Changelog:
Combat general:
- faction system - now AI and other enemies can react based on faction. BP_FactionHelperPawn is for non AI
enimies with faction behavior. It is added to BP_Turret_enemy, BP_Survilence_Camera and BP_Flying_Bot_Enemy.
There are 3 factions - enemy, player and neutral. Neutral faction will react on both player and enemy faction.
To change faction look for "CharacterFaction"
- Hacking/factiong change - faction can be change during runtime with function "UpdatePawnFaction". Example: https://imgur.com/M56wyMW
- shooting improvements - recoil animations (also for AI), recoil per shot, camera recoil, crosshair recoil, weapon recoil based on
movement type - for example when player is crouching recoil is smaller. Parameters exposed to data table DT_Weapons_Player
Force feedback (gamepad rumble) per shot, camera shake per shot, new FX and SFX
- directional damage indicator - UseDirectionalDamageIndicator
- Force feedback (gamepad rumble) - for getting damage and die
- general weapon/movement tweaks for better default gameplay expirience
- option to display crosshair without aiming - ShowCrosshairOnlyOnAiming
- general damage indicator - full screen version - UseDirectionalDamageIndicator
- new crosshair display method influenced by weapon recoil - now it's dynamic, can change size
- new shotgun reload logic for player - now shotgun will be reloaded with shell by shell basis, loading shell anim will be played depending how many shells needs to be reload
- damage types resistance for enemy component
- new bullet base class "BP_BulletProjectile". Class BP_Enemy_bullet and BP_AIGunBullet are deprecated
AI:
- AI - character now will look for enemy to last seen location, before, AI known where exacly enemy is, even when he was behind the obstacle
- AI - option to shoot while getting to cover - https://imgur.com/ulxEWnG
- AI - option to orient to taget enemy while moving to cover - https://imgur.com/ulxEWn
- AI - option to enable/disable reload on every geting into cover - https://imgur.com/mHlbJEt
- AI - option to enbable/disable reload during sprinting - https://imgur.com/mHlbJEt
- AI - epxlict pawns ignoring - https://imgur.com/mHlbJEt
- AI - shooting cooldown - when AI will stop seeing an enemy, he will still shoots for give time - https://imgur.com/mHlbJEt
- AI - trace to multiple bones for better detection. For example when AI can't shoot enemy pelvis, he will look into next bone.
It's an array so multiple bone targets can be added - https://imgur.com/mHlbJEt
- AI - hearing faction - When will hear noise, should it check also if instigator is hostile - https://imgur.com/mHlbJEt
- AI - change target cooldown - when AI gets shot, it will rotate towards damager, and stay focused on it until cooldown time elapse - https://imgur.com/mHlbJEt
- AI - combat mode - movement type can be determine now - walk, run or random - https://imgur.com/mHlbJEt
- AI friendly fire - "CanRecievedFriendlyFire"
- AI - detection volumes radius can be set per state - DetectionVolumeScaleAlarmedMode and DetectionVolumeScalePatrolMode
- AI - detection volumes radius can be increased during combat - IncreadeDetectionVolumeDuringCombat
- AI - AI can be more aware during combat mode.
He will detect any enemy who is in detect volume, even outside vision angle - UseDetectionVolumeInCombatMode
- AI - option to disable/enable head shot - "InstantlyDieFromHeadshot"
Animation:
- Locomotion improvements - inspired by "Advanced Locomotion" kit, now player has animation start/stops, pivoting,
look at aim offset (also can be disabled with "NonAimingLookAtEnabled" variable), new sprint stop animation - done for all skeletons (Twinblast, Mannequin and Wraith)
- new roll animation/functionality for player
Quick time events:
- QTE system - add option for damage on fail - https://imgur.com/1dQi4Mt
- QTE system - press in order type - added option to randomize keys
- QTE system - press in order type - added clamp amount of keys
Others:
- Small SFX pass - hit reaction, death, roll, jump
- sprint toggle - UseToggleForSprinting
- crouch toggle - UseToggleForCrouching
- Turret and survilence camera - when damaged, it will focus on damager for given time - "ShotFocusTime"
- New demo level "May2019UpdateLevel"
Other notes:
- this is biggest update yet!
- this update is for UE 4.19 and up, next big updates target version will be 4.22
- I changed controls layout a little bit for better gameplay expirience. Keyboard - roll is now under C. Gamepad - Aiming - LT, Shoot - RT, Crouch - LB, Kick - RB
- Next update will be rather big (except bug fixing updateds), for next one I will rather enable EQS (Enviromental Query System). Maybe next one will be one feature centric, like weapon system rework altough it will be much sooner.
Thank you for all your support!Last edited by hamsterPL; 05-22-2019, 09:39 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
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Originally posted by theProfessor View PostJust loaded the update. Used the AR level. Get this error. " Blueprint Runtime Error: "Accessed None trying to read property ThirdPersonCamera". Blueprint: BP_TPPCharacter Function: Calculate Aim Offset Yaw Graph: CalculateAimOffsetYaw Node: Return Node"
No NPC. Disappointed.
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Originally posted by theProfessor View Post
I am still getting the same error as above after I exit. Doesn't seem to hurt anything, but is annoying. With the previous update no problem. I put up one of the default levels drop in an enemy shoot it then exit and the error appears.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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Originally posted by theProfessor View Post
Start a new level Default or VR-Basic. Play then exit I get error?? 4.22.2 . Also is it possible to turn off the vibration on the controller?
To disable rumble set "RumbleEffectEnabled" to false
https://imgur.com/7s40YEGLast edited by hamsterPL; 05-23-2019, 07:17 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
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hamsterPL WOW I get the same error when I use one of your levels. Major bug. I am going back to the last upgrade. When I disable rumble I get a crash. Please fix the bug.
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Originally posted by theProfessor View PosthamsterPL WOW I get the same error when I use one of your levels. Major bug. I am going back to the last upgrade. When I disable rumble I get a crash. Please fix the bug.
On what function it crashes? At what point? Which Unreal version? Can you send me a crash log to side.scroller.shooter@outlook.com ? Thanks
I've just briefly tested it on 4.22 and had no crash.Last edited by hamsterPL; 05-24-2019, 12:32 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
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hamsterPL the upgrade is working. However I don't like having to use a nav mesh. With the old upgrade I didn't have to use a nav mesh. What about "character faction"? player, enemy, neutral. I thought it would help with a NPC.
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Marcin, I have purchased the kit and its really great and I am having a lot of fun poking around in it. I do have a question, though. I would like to add the enemy behavior to the mannequins in the base third person template. How can I move the behavior from your kit to a mannequin in the third person template as well as some other things like the turrets and bots? I know you are busy and I am not asking for a full tutorial....but if you (or anyone on the forum) could just give me a push in the right direction, i would really love that! thanks again, what you are doing is great!
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