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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/NdUHQnC
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Hi all!
I just bought this about a week ago and think it's amazing. Big thanks to [MENTION=103214]H[/MENTION]amsterPL. The only issue I've come across is the AI not shooting at the character after changing the skeleton mesh.
But they'll still react, go into cover, and everything else they should be doing. Has anyone else come in contact with this issue? if so, could you point me in the right direction to fix this.
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Hi,great pack congratulations,i buy this yesterday,i have study all blueprints and all works great,but,whem i migrate to my project nothing works,and i know the is my fault,i just a mess in blueprint,so my question is,how is the right way to export to my project?
the enemy shoots and the launch pads,and another things do not affect the default player from your kit,i change the controls,game mode,what i lost?
I work in scenarios for a long time,i forgot it everything.
haha
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Today I've send update for 4.17, so it should be live in few days.
Originally posted by JokerNormandySR2 View PostHi,great pack congratulations,i buy this yesterday,i have study all blueprints and all works great,but,whem i migrate to my project nothing works,and i know the is my fault,i just a mess in blueprint,so my question is,how is the right way to export to my project?
the enemy shoots and the launch pads,and another things do not affect the default player from your kit,i change the controls,game mode,what i lost?
I work in scenarios for a long time,i forgot it everything.
haha
It doesnt work because you need to copy project settings file from tps kit project. In this there is a setup for all inputs and collision
channels which my logic heavy rely on. If you dont have it in your project, my logic cant find it thus it cant work.
Originally posted by WoolfVision View PostDon't know if this has been asked yet. (Sorry if it was and I missed it.) Is there a way to make your HUD work with Splitscreen Or was it just designed for a Single player and would need heavy modification?
Originally posted by theProfessor View PostCould make a movie using the DM's in the PhysXPack? 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/NdUHQnC
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This one week, various ways were tried, but it isn't possible, so I want you to tell me.
I'd like to replace with the character of the different skeleton.
Side Scroller Shooter Kit - changing character tutorial
At this rate I don't go well.
I don't also go to RITAGETTO well.
Is it possible by an animation to tell me because English is be inconvenient?
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Originally posted by dadada8787 View PostThis one week, various ways were tried, but it isn't possible, so I want you to tell me.
I'd like to replace with the character of the different skeleton.
Side Scroller Shooter Kit - changing character tutorial
At this rate I don't go well.
I don't also go to RITAGETTO well.
Is it possible by an animation to tell me because English is be inconvenient?
If your skeleton has different bone structure then default manequin, you need to retarget anim blueprint (ABP_Mannequin for player and ABP_Mannequin_AI for AI) for your skeleton. Then you need to switch references in blueprints from ABP_Mannequin/ABP_Mannequin_AI to your newly created animation blueprints.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/NdUHQnC
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For such a action game with climbing, ladders and similar physical stuff, I miss falling damage for the player character. Therefore I added a simple fall damage system to it. Here it is, so you can implement it also if you like (see pic enclosed).
Add those to youre BP_TPPCharacter Actor in Event Graph.
You can fiddle around with the values to match youre game project, and after youre done, you can remove the print string node that helps you getting a feel for the z-velocity vector value on landing.
Regarding the values: 1250 is the z-velocity value under which no damage is happening at all.
Above that damage is applied: the first 1000 don't "hurt", but everything above it is divided by 35 (can adjust here) and subtracted from the player's health variable.
At the end the "player get damage event" is primarily for shooting damage, but works also for falling damage technically.
Also i think the second branch for health <0 could be left out, but it does no damage to the damage system :-)
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Originally posted by theProfessor View PostUpdate to 4.17 when? Also can't get DENT to work with it. Any chance you get it to work?
Here's a screen shot and video
https://s26.postimg.org/lpf397b95/TP...let_damage.jpg
https://www.youtube.com/watch?v=UEZvKyENa7Y&feature=youtu.be
About 4.17 update - I've send files more then 2 weeks ago and had no response from Epic yet.
Originally posted by Vollgaser View PostFor such a action game with climbing, ladders and similar physical stuff, I miss falling damage for the player character. Therefore I added a simple fall damage system to it. Here it is, so you can implement it also if you like (see pic enclosed).
Add those to youre BP_TPPCharacter Actor in Event Graph.
You can fiddle around with the values to match youre game project, and after youre done, you can remove the print string node that helps you getting a feel for the z-velocity vector value on landing.
Regarding the values: 1250 is the z-velocity value under which no damage is happening at all.
Above that damage is applied: the first 1000 don't "hurt", but everything above it is divided by 35 (can adjust here) and subtracted from the player's health variable.
At the end the "player get damage event" is primarily for shooting damage, but works also for falling damage technically.
Also i think the second branch for health <0 could be left out, but it does no damage to the damage system :-)Example video with combining Third Person Shooter Kit with DENT system from Unreal Marketplace. Marketplace: https://www.unrealengine.com/marketplace/third-p...Last edited by hamsterPL; 09-05-2017, 08:48 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/NdUHQnC
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Marcin, it worked thanks a lot. I also removed the project from my Google drive. Would you put this code in 4.17?Last edited by theProfessor; 09-07-2017, 11:05 AM.
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