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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


    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; 05-22-2019, 09:41 PM.

  • replied
    Originally posted by Seasis View Post

    I tried to apply it again to the default characters BP in a new project to see if I could make it work but I think there just some conflicting nodes in the blueprints that gave me an error that mentioned "Casting Failed. Check BPI_Manager".
    Click image for larger version  Name:	Capture1.PNG Views:	1 Size:	142.8 KB ID:	1633711 This error here for example was something that I wasn't sure how to fix besides getting rid of the "Follow Camera" node, I'm not sure if there would be any way to replace something like that since there are several cameras on the left side there and it seems that the default third person character that Unreal Engine comes with is more suited for this sort of blueprint. I was following the steps in this demonstration video here: https://www.youtube.com/watch?v=yh5-QuDD0kM
    Well did you add BPI_Manager to BP_TPPCharacter as blueprint interface? As for camera, replace Follow Camera with ThirdPersonCamera


    Originally posted by theProfessor View Post
    Someone try this please. Drop a cube into a level. Scale the z-dim up. Set it to the floor. Put an enemy on the top of the cube fit a nav mesh volume around the cube. Shoot it with the assaultrifle. Notice it will hing in space on or off of the cube. I would like it to fly off the cube and fall to the floor. If I shot with the shotgun it works. You may have to set the delay up to 5 seconds.
    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:

    Leave a comment:


  • replied
    Someone try this please. Drop a cube into a level. Scale the z-dim up. Set it to the floor. Put an enemy on the top of the cube fit a nav mesh volume around the cube. Shoot it with the assaultrifle. Notice it will hing in space on or off of the cube. I would like it to fly off the cube and fall to the floor. If I shot with the shotgun it works. You may have to set the delay up to 5 seconds.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Which character BP are you using? You need to remember to add this mission system logic on top of current logic. I'm guessing you set proper animation blueprint, bit it is looking for variales/logic which is set in player character (TPPCharacter)
    I tried to apply it again to the default characters BP in a new project to see if I could make it work but I think there just some conflicting nodes in the blueprints that gave me an error that mentioned "Casting Failed. Check BPI_Manager".
    Click image for larger version

Name:	Capture1.PNG
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ID:	1633711 This error here for example was something that I wasn't sure how to fix besides getting rid of the "Follow Camera" node, I'm not sure if there would be any way to replace something like that since there are several cameras on the left side there and it seems that the default third person character that Unreal Engine comes with is more suited for this sort of blueprint. I was following the steps in this demonstration video here: https://www.youtube.com/watch?v=yh5-QuDD0kM

    Leave a comment:


  • replied
    Originally posted by Seasis View Post
    Hi, I really like the features included in the pack thus far but I was curious if it would be possible to integrate everything included (animations, blueprints, etc) with another asset pack like this one here: https://www.unrealengine.com/marketp...ication-system.

    I followed the documentation listed in its description to add the compass and mission functions to the character in the TPS kit but it ended up not working and it made the character go into into an a-pose position when I moved around, as opposed to the normal running animation. The compass direction also did not work at all due to some problem with the movement inputs below.
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    It was this part in particular that worked fine with the default Unreal third person character but not with the TPS kit character so I was just wondering if there is any way I could adjust it to combine the two without any errors getting in the way. Also this pack is all based around blueprints if that helps, thank you.
    Which character BP are you using? You need to remember to add this mission system logic on top of current logic. I'm guessing you set proper animation blueprint, bit it is looking for variales/logic which is set in player character (TPPCharacter)

    Leave a comment:


  • replied
    Hi, I really like the features included in the pack thus far but I was curious if it would be possible to integrate everything included (animations, blueprints, etc) with another asset pack like this one here: https://www.unrealengine.com/marketp...ication-system.

    I followed the documentation listed in its description to add the compass and mission functions to the character in the TPS kit but it ended up not working and it made the character go into into an a-pose position when I moved around, as opposed to the normal running animation. The compass direction also did not work at all due to some problem with the movement inputs below.
    Click image for larger version

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Views:	1
Size:	180.0 KB
ID:	1632393
    It was this part in particular that worked fine with the default Unreal third person character but not with the TPS kit character so I was just wondering if there is any way I could adjust it to combine the two without any errors getting in the way. Also this pack is all based around blueprints if that helps, thank you.

    Leave a comment:


  • replied
    Originally posted by karma4jake View Post
    maybe the isdead tag is not being set fast enough or the perceived actor method needs a null fallback?
    Yes, probably that's the reason. It should not happen on cooked game though. Also I tested like 10 vs 10 AI's and player on empty level, didn't occur either, so I guess it's more CPU chocke, but as I said, I'm pretty it will no happen on cooked shipped build.
    Last edited by hamsterPL; 06-16-2019, 12:29 PM.

    Leave a comment:


  • 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.

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    Last edited by karma4jake; 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:

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