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

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  • replied
    [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 ?

    Leave a comment:


  • replied
    Is there anyway to have a toggle to set the crosshair on all the time?

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  • replied
    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

    Leave a comment:


  • replied
    The crosshair does not line up with were the shot.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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).

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Sadly, I spent most of my weekend trying to import an expensive player character model into UE4 and utterly failing at that. :\ In any case, I've managed to modify the default set-up just a little bit (mainly by changing the player and pistol models):

    http://vimeo.com/nikumubeki/neotodoa0001

    I tried changing the rifle and shotgun models as well, but for some reason for 25% of the time they worked properly and for most of the time something buggy was going on (as if the bullet projectiles were getting stuck inside the model or something), even though i did add the proper MuzzleFlash and LaserSight sockets into the skeletal meshes and even adjusted the locations of the muzzle flashes in the player template.

    Also, I tried changing the enemy characters to the Matinee demo's Trooper model (as with the player character), which had worked in the Side Scroller Template as well, but for some reason the enemies stopped shooting at the player (aiming, yes, but not shooting) and the editor message log got full of messages. Currently I've restored the rifle and shotgun to the default ones and changed the enemy model back to the mannequin, but I'm going to want to take a shot at replacing them (or at least the enemy model) again later... I'll try to post step-by-step reports of these bugs when I can.

    Leave a comment:

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