Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I don't know if anyone else has encountered this, but I am getting 2 accessed none errors on occasion with "lost sight" and "filter pawns" from the AI. I have tried a few workarounds but the bug persists. I will see what solution I can come up with but just wanted to see if anyone else encountered it. It seems to happen when 10 or so AI are fighting each other, maybe the isdead tag is not being set fast enough or the perceived actor method needs a null fallback?

    I set the "cast to actor" to impure so that it executes and added a few isvalid checks, but the allies shoot each other some, I guess it's okay.

    Click image for larger version  Name:	error_TPS.png Views:	1 Size:	221.5 KB ID:	1631430
    Last edited by Cytokinetik; 06-14-2019, 10:26 PM.

    Leave a comment:


  • replied
    Originally posted by ycz View Post
    Always crashing on 'ABP_TwinBlastMain_AI_C_0' is of class 'ABP_TwinBlastMain_AI_C' however property 'MoveRightScale_8' belongs to class 'TRASHCLASS_ABP_TPSKit_InstanceCustomAI_298' in 4.22.2
    Doesn’t look like anything to me.
    Can you reproduce it on clean project? What did you change? What exactly is crashing (PIE, compile, cook etc.) ??

    Leave a comment:


  • replied
    Always crashing on 'ABP_TwinBlastMain_AI_C_0' is of class 'ABP_TwinBlastMain_AI_C' however property 'MoveRightScale_8' belongs to class 'TRASHCLASS_ABP_TPSKit_InstanceCustomAI_298' in 4.22.2

    Leave a comment:


  • replied
    Originally posted by TheFlorist614 View Post
    How relevant is the 2D kit documentation to this kit after the recent update?
    Mostly there is a lot common logic, I think around 90% is relevant.

    Leave a comment:


  • replied
    How relevant is the 2D kit documentation to this kit after the recent update?

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post
    Thanks for letting me start with no nav mesh. When I am developing I don't like AI(chars running around and shooting). I know what a NPC is. I would like a simple innocent bystander. Idle mod. No gun. Will not shoot at the player. The rumble is hard to stop. If one disables it and compiles the level crashes. Thanks for all your help.
    But you can do it already. You can set in AI behavior type to random fight and change probability to 0 for anything related to movement so character will never move.
    Also if you don't want AI to react to anyone, there is also flag called no reaction to enemies I believe and set weapon mesh visibility to false.
    If you don't want any logic, you can just drag skeletal mesh to scene and select animation in properties.

    I added nav mesh check and alert because people where putting AI into level without added nav mesh and expected AI to move around.

    If you have crash please send me crash log and repro steps to e mail side.scroller.shooter@outlook.com so I can try to narrow it down and fox it. You can also disable rumble by clearing references to rumble effect in weapon properties and player properties.


    Originally posted by TheFlorist614 View Post
    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!

    Thanks! I'm glad you like my kit.
    It's very broad question. This pack should work together as one since many things are related with each other. I think it would be very time consuming to just transfer some selected logic to empty project. I think it would be easier to delete whatever you don't need.
    Last edited by hamsterPL; 05-31-2019, 09:14 PM.

    Leave a comment:


  • replied
    Thanks for letting me start with no nav mesh. When I am developing I don't like AI(chars running around and shooting). I know what a NPC is. I would like a simple innocent bystander. Idle mod. No gun. Will not shoot at the player. The rumble is hard to stop. If one disables it and compiles the level crashes. Thanks for all your help.

    Leave a comment:


  • replied
    May 2019 update hot fix is now live!

    Released on 28.05.2019

    Change log:

    - rootmotion fix - sometime additive animations where "consuming" root motion
    - added roll colldown - "RollCooldown" in player character class
    - added option to change angle of stealth kill availibility - look in player character class for "StealthKillHalfAngleAvailibility"
    - sprint stop animation break - now animation breaks when player starts do something
    during this animation, like getting into cover
    - animation tweak for roll for Wraith skeleton
    - added option to enable look at during sprint - "LookAtDuringSprintEnabled"
    - added option to change shotgun shot delay for AI and player
    - null check for when AI is looking for point on nav mesh - usefull when nav mesh bounds volume
    is not added on level
    - AI vaulting fix - since AI can go to cover backwards, he could not vault, now that is fixed
    - AI - deleted multiple helpers (components) which where not needed - done little rework, just using math
    - mulltuple null checks in various places
    - added new base class for damage type "DT_TPSKitBase" which can be easly extended.
    Now all damage types are child of this class.
    - added option to force ragdoll on AI death - set in damage type, currently only for shotgun
    - rolling during shooting was blocked, now it is fixed and shooting is interupted. It was
    visible with long shooting period like shotgun.
    - added effort sounds for Wraith and Mannequin skeleton animations
    - fix navmesh script path for 4.20 and up - https://answers.unrealengine.com/que...ild-error.html


    Originally posted by theProfessor View Post
    However I don't like having to use a nav mesh. With the old upgrade I didn't have to use a nav mesh.
    Well you need it if you want AI to move. It was always used. AI is moving on nav mesh, not on geometry directly. Why would you dont want that?

    Originally posted by theProfessor View Post
    What about "character faction"? player, enemy, neutral. I thought it would help with a NPC.
    I don't quite know what you mean.
    NPC stands for "non player character" which is in project from the start. I added faction system because people where very vocal about "friendly AI" which is now in project, since you can change faction to player.
    What you want to do exacly ?


    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post
    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.
    It's not related to any level. Read my last post. You can just simply rewire it as I showed on the screen shot.
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?
    That's funny. Looks like in 4.22 creation of camera is slower then input receive. Thanks for info. It will be fixed in next patch. You can easily add null check there so message will not appear.




    To disable rumble set "RumbleEffectEnabled" to false

    https://imgur.com/7s40YEG
    Last edited by hamsterPL; 05-23-2019, 07:17 PM.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    What is AR level? Is it from my package? Because I don't recall that level.
    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?
    Attached Files

    Leave a comment:


  • replied
    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.
    What is AR level? Is it from my package? Because I don't recall that level.

    Leave a comment:

Working...
X