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

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



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    Third Person Shooter Kit serves as a base for third person camera game. It's a 100% blueprint project, with detailed features level and notes inside blueprints. It contains advanced mechanics like cover system and robust AI.

    Marketplace link: https://www.unrealengine.com/marketp...on-shooter-kit

    Discord channel - fhttps://discord.gg/6rgv5Tj

    Latest updates:

    May 2019 update walkthrough video:





    Mixamo character integration tutorial:




    2019 Features Roadmap

    This year I plan to extend Third Person Shooter Kit. I have big ambtion plan, but I don't know how much of this I will achieve.
    My goal is to make it AAA quality with ready to use advanced systems that you see in current games, like Tomb Raider, Division, Batman or Metal Gear Solid.

    These are things I would like to work on and know how to do it. That list is in random order, so some feature/new assets can be sooner then later. Although I'm happy to hear your feedback about list priority!


    Third Person Shooter Kit - additional features:
    1. - New stelth kill animations
    2. - New camera system - each camera state can be setup in one assets data instead of in player character BP
    3. - AI strangle and aiming feature
    4. - New roll animation
    5. - New climbing ladder animations
    6. - Different player death anim - now it's just animation, I want to change to ragdoll and grey post process
    7. - Checkpoint system where AI and objects actually respawns
    8. - AI spawner system
    9. - New example player/AI meshes and demo level - taken from Epic examples which are free
    10. - Stealth mechanics - AI can found body and AI and go to standby state
    11. - Contextual jumping and climbing - run and jump from rail to hang and climb up
    12. - Rail hanging and shimmy movememnt with stamina bar - similar like in MGS 2
    13. - Animation quality pass - better animations for cover system, melee attacks and locomotion starts/stops
    14. - Audio quality pass - music and SFX replacement
    15. - Weapon system refactor - weapons as seperate blueprints so new weapons can be added easly
    16. - Weapon slots - main weapon 1 and 2 plus side arm, proper equping with animation, now it just appears
    17. - Contextual climbing - like in Division, without jumping which exists now
    18. - New AI archetypes using free Paragon assets (models, FX and anims)
    19. - Interactive objects - animations, logic and model - pulling lever etc.
    20. - Cover system - curved covers including 90 degrees change covers, simple cover to cover mechanic (side to side only)
    21. - Stealth mechanics - HUD - info on player's HUD about AI state - alarmed, patroling, searching
    22. - Generic item pick up like ammo - similar like in latest Tomb Raider
    23. - Item boxes opened with genreic animation, like kicking or squat and pick up
    24. - AI - running into cover and shooting at the same time

    --------------------------------------------------------------------------------------------------------------------------------

    Changing character mesh to Paragon (or any other) character tutorial:





    Features level with Wraith from Paragon:




    Paragon character as an enemy AI




    Paragon character as player, strafing and turning




    Trailer



    Demo level video



    Unofficial documentation: https://docs.google.com/document/d/1...it?usp=sharing

    Major features:
    • cover system
    • human AI
    • quick time events system ( single input, hold button, press buttons in order in limited time, press buttons quickly number of times in limited time)
    • ladder and ledge climbing
    • stealth kill
    • melee attacks for player and AI
    • close up and normal aiming
    • pathnode animation system for AI
    • UI (health, ammo, type of weapon)
    • main menu - (select level, persistent options, quit)
    • example campaign framework

    Other features:
    Movement:
    • Running
    • Crouching
    • Sprinting
    • Jumping
    • Slide
    • Vault for player and AI
    • Side kick attack for player and AI
    • Crouching walk
    • Rolling (during close up aiming and normal aiming)

    Gameplay and others:
    - Orienting character's upper body based on mouse position
    - Shooting (while idle, running, jumping and crouching)
    - Guns - assault rifle, pistol, shotgun, silenced pistol
    - Weapons change
    - Weapons reload (for player and AI)
    - Weapons infinite ammo feature
    - Gun recoil
    - Cover system - blind shooting
    - Decals on bullet hit points
    - Turret enemy
    - Covering system for AI
    - AI look for player after lost sight
    - Objects reacting to certain type of weapon
    - Demo level
    - Features level
    - Enemy component
    - HUD hit indicator
    - Deadly obstacles
    - Simple checkpoint system
    - Launchpad
    - Pickable items - (health, ammo)
    - Elevator
    - Pathnode animation system for human AI
    - Gamepad support for gameplay
    - Save game framework
    - Pause menu
    - Laser sight
    - Camera system - camera moving smoothly to destination when player enters trigger
    - Flying bot enemy
    - Flying pulsing plasma enemy
    - Spawn drop component
    - Loot objects
    - Player movement make noise which can alarm enemies - can be applied for run, sprint, jump land and crouch walk - each can have diffrent noise range
    - Exploding barrel
    - Button panel with IK targeting
    - Physical material which make noise and alert enemies
    - Enemies are able to alarm each other
    - Destroyable cover points and vault for AI
    - Shield for enemies with autoregenerated health
    - Surveillance camera
    - Dissolve material function
    - Dynamic input change
    - Enemies presets
    - HUD notification

    Feel free to ask questions.


    Other videos

    Features level video




    Example campaign video




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    Last edited by hamsterPL; 07-05-2019, 11:56 PM.

  • replied
    Third Person Shooter Kit is compatible with UE 4.23. You can easily migrate from 4.20 and up.

    Leave a comment:


  • replied
    Third Person Shooter kit is now on anniversaly sale with 30% off!
    https://www.unrealengine.com/marketp...on-shooter-kit

    Leave a comment:


  • replied
    Originally posted by PXDN View Post
    When is next update? Which feature?
    2019 Roadmap
    https://forums.unrealengine.com/unre...72#post1582172

    May 2019 Update info
    https://forums.unrealengine.com/unre...05#post1622905

    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, although it will be easier for me to add everything at once,
    or add a lot of features at once. I plan to add much more then it is in road map.
    Now Im waiting for animations (mocap session is in next week), so next update will be after I will get them and implement, so no sooner then October.
    Is there something specific that you need most?

    Leave a comment:


  • replied
    When is next update? Which feature?

    Leave a comment:


  • replied
    Third Person Shooter kit is now on sale with 30% off!
    https://www.unrealengine.com/marketp...on-shooter-kit

    Leave a comment:


  • replied
    hamsterPL great that fixed the problem.

    Leave a comment:


  • replied
    July 2019 Hotfix is live

    Change log:

    - Fixed random crash occuring on UE 4.22 when compiling BP_TPPCharacter.

    It was related to this assert:

    Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter())

    [File: D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/UnrealType.h]

    [Line: 363] 'ABP_WraithMain_AI_C_1' is of class 'ABP_WraithMain_AI_C' however property 'Current Look Around Anim_1' belongs to class 'TRASHCLASS_ABP_TPSKit_InstanceCustomAI_251'


    Related links:

    https://answers.unrealengine.com/que...rashclass.html

    https://answers.unrealengine.com/que...ml?sort=oldest


    Affected files:

    Blueprint'/Game/ThirdPersonKit/Mannequin/Animations/ABP_TPSKit_InstanceCustomAI.ABP_TPSKit_InstanceCustomAI'

    Blueprint'/Game/ThirdPersonKit/Blueprints/BP_TPPCharacter.BP_TPPCharacter'


    New files:

    Blueprint'/Game/ThirdPersonKit/Blueprints/BPI_PlayerFunctions.BPI_PlayerFunctions'

    Patch affected versions:

    UE 4.20 and up
    Last edited by hamsterPL; 07-10-2019, 12:11 PM.

    Leave a comment:


  • replied
    I made a Discord channel for shooter kit support:

    https://discord.gg/6rgv5Tj

    Leave a comment:


  • replied
    Thanks, excellent asset and excellent support.

    Leave a comment:


  • replied
    Originally posted by polkovnika View Post
    Thanks, I added the new resolution.
    But I noticed did not change the resolution, it does not matter what resolution you choose.
    Tested it in a new clean project, I use the latest update for ue4 4.22.
    Resolution changes when you click apply button.
    Make sure that your new resolution entry has same structure like others.
    You can check in log how command has been executed.

    https://imgur.com/qFeMzvF

    https://imgur.com/8xsePNj

    Leave a comment:


  • replied
    Thanks, I added the new resolution.
    But I noticed did not change the resolution, it does not matter what resolution you choose.
    Tested it in a new clean project, I use the latest update for ue4 4.22.

    Leave a comment:


  • replied
    Originally posted by polkovnika View Post
    @hamsterPL
    Can you tell where other resolutions can be added (1440p, 4K).
    I did not see where more resolutions could be added.
    I apologize for my bad English.

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    Oh man it's been a while since I made this. Few years ago 4K wasn't really popular You can add in enum - E_Options_resolutions
    If you want to add new resolution option remember to tweak also WidgetBlueprint'/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Resolution_Setting_widget.WB_Resolution_Setting_widget'

    https://imgur.com/f3fgHss

    Leave a comment:


  • replied
    @hamsterPL
    Can you tell where other resolutions can be added (1440p, 4K).
    I did not see where more resolutions could be added.
    I apologize for my bad English.

    Click image for larger version

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    Attached Files

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Well did you add BPI_Manager to BP_TPPCharacter as blueprint interface? As for camera, replace Follow Camera with ThirdPersonCamera




    As I wrote in e-mail to you:


    If you want to force ragdoll on AI's death, instead of animation, you have 2 options:
    HamsterPL thanks that worked.

    Leave a comment:

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