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    [SUPPORT] Smoke and Flash Bang Grenades - Multiplayer

    Click image for larger version  Name:	main_pic.jpg Views:	1 Size:	123.4 KB ID:	1551300

    Hello everyone! Glad to announce about Smoke and Flash Bang Grenades system release!

    Add smoke and flashbang grenades to your game! To throw grenades you just need to add ThrowingGrenadesComponent to your Character blueprint and that’s it! There is also I_Blindable interface you should implement to make your Character able to be blinded. There are bunch of possibilities to customize appearance of smoke and flash bang effect. Multiplayer support provides a possibility to easily integrate this system into your multiplayer shooter and have cool grenades in your game!

    Smoke particle system can be used either with GPU or CPU sprites. Flashbang grenades effect depends on character gaze direction, distance to the grenade and obstacles between character and grenade.

    More images you can find on UE-Marketplace

    Links:

    #2
    Hello, I just watched your video. And it seems like the smoke particles doesn't actually go upwards and spread big.Also while emitting, it looks like the smoke puffs are being twisted in a hurrican form (don't know how to explain it lol). I would like to ask something before considering buying :
    + How much does fps drop when player is near the smoke ? I designed one myself and unfortunately I encountered huge FPS drop while standing near not to mention getting inside.
    + Is there any chance you can implement the effect which your eyes capture a moment when the flashbang pops and fades it out ? I'm trying to implement this myself but if you can then it can save me some time afterwards.
    Thanks for answering

    Comment


      #3
      to continue from the marketplace comment section as to not clutter it too much.

      me:
      So.. Whats the overdraw on this? (shader complexity view)
      You:
      Stats:

      Base pass shader without light map: 90 instructions

      Base pass vertex shader: 111 instructions

      Texture samplers: 3

      It is not too expensive but I guess it is a good idea to add some really simple material in future to prevent frame rate drop on slow computers.
      ^ that isnt really the right answer as it tells me nothing about the overdraw.
      Could you post a screenshot of the grenade in action, and having the viewport set to "shader complexity"

      Comment


        #4
        Originally posted by Long1302 View Post
        Hello, I just watched your video. And it seems like the smoke particles doesn't actually go upwards and spread big.Also while emitting, it looks like the smoke puffs are being twisted in a hurrican form (don't know how to explain it lol). I would like to ask something before considering buying :
        + How much does fps drop when player is near the smoke ? I designed one myself and unfortunately I encountered huge FPS drop while standing near not to mention getting inside.
        + Is there any chance you can implement the effect which your eyes capture a moment when the flashbang pops and fades it out ? I'm trying to implement this myself but if you can then it can save me some time afterwards.
        Thanks for answering
        1. I've tested fps rate on my laptop (It is really weak but i have only this laptop and can't test on someone else's hardware)
        My hardware:
         
        Spoiler

        FPS test:
         
        Spoiler

        2. Yes, I can implement this and will try to add this feature in future updates



        Originally posted by Luos View Post
        to continue from the marketplace comment section as to not clutter it too much.

        me:


        You:


        ^ that isnt really the right answer as it tells me nothing about the overdraw.
        Could you post a screenshot of the grenade in action, and having the viewport set to "shader complexity"

        Sorry about misunderstanding, I'm not really good with terms

        Shader complexity view:

         
        Spoiler

        Comment


          #5
          Hey there FatCow! got a few issues out of the box here. 1: The smoke collision only seems to work for the server. 2: The flashbang is not doing what it showed. got some screenshots for ya.

          smoke:
          Click image for larger version  Name:	smokecollision.jpg Views:	1 Size:	97.3 KB ID:	1551832

          flash:

          Click image for larger version  Name:	flash.jpg Views:	1 Size:	132.3 KB ID:	1551833

          I was working on a grenades project similar to this one. I have the after image to the flashbang and all too, but I couldn't figure out how to do the smoke particle collision, so that's the whole reason why I bought this. here is a video of the project I was working on just for fun lol.
          https://www.youtube.com/watch?v=eWC1p_KmEHw



          edit: ps I also occasionally got some accessed none errors on the smoke bust event where it calls the play sound at location. I added a couple isValids before the that and the stop nodes. seemed to clear it up with no change in functionality. Also I could care less about the flash effect but thought you should know about it.
          Last edited by Necro_ABK; 11-14-2018, 07:26 PM.

          Comment


            #6
            Originally posted by TheFatCowStudio View Post
            1. I've tested fps rate on my laptop (It is really weak but i have only this laptop and can't test on someone else's hardware)
            My hardware:
             
            Spoiler

            FPS test:
             
            Spoiler

            2. Yes, I can implement this and will try to add this feature in future updates





            Sorry about misunderstanding, I'm not really good with terms

            Shader complexity view:

             
            Spoiler
            Thank you for your response. The drop is quite low comparing to mine so that's good .
            Originally posted by Necro_ABK View Post
            Hey there FatCow! got a few issues out of the box here. 1: The smoke collision only seems to work for the server. 2: The flashbang is not doing what it showed. got some screenshots for ya.

            smoke:
            Click image for larger version Name:	smokecollision.jpg Views:	1 Size:	97.3 KB ID:	1551832

            flash:

            Click image for larger version Name:	flash.jpg Views:	1 Size:	132.3 KB ID:	1551833

            I was working on a grenades project similar to this one. I have the after image to the flashbang and all too, but I couldn't figure out how to do the smoke particle collision, so that's the whole reason why I bought this. here is a video of the project I was working on just for fun lol.
            https://www.youtube.com/watch?v=eWC1p_KmEHw



            edit: ps I also occasionally got some accessed none errors on the smoke bust event where it calls the play sound at location. I added a couple isValids before the that and the stop nodes. seemed to clear it up with no change in functionality. Also I could care less about the flash effect but thought you should know about it.
            Hey very nice flash indeed. Can you elaborate on how to add the after image after the flash ?

            Comment


              #7
              Originally posted by Necro_ABK View Post
               
              Spoiler

              Hello! I know about smoke collision issue, sorry about that, however it is really easy to fix:
               
              Spoiler


              Regarding to flash grenades issue.. Well, it is really weird because for me it just works out of box. Did you change something in Flash Grenade blueprint?

              Also I'll fix these small bugs like that one with none error when playing sound at location. Thanks for the tip!
              Last edited by TheFatCowStudio; 11-15-2018, 01:14 AM.

              Comment


                #8
                Originally posted by Long1302 View Post

                Thank you for your response. The drop is quite low comparing to mine so that's good .

                Hey very nice flash indeed. Can you elaborate on how to add the after image after the flash ?
                About after image effect you want to achieve: take a look at the Scene Capture and Render Target classes. You can add Scene Capture Component to your character and capture screen frame when you need it, then draw it to Render Target and add this texture to screen (via UE-Widgets for example). After this just add fade out effect. But as I mentioned earlier I'll try to implement this in the next update.

                Comment


                  #9
                  Originally posted by TheFatCowStudio View Post


                  Sorry about misunderstanding, I'm not really good with terms

                  Shader complexity view:

                  Look into particle cutouts, that will improve it somewhat

                  Comment


                    #10
                    Originally posted by Luos View Post

                    Look into particle cutouts, that will improve it somewhat
                    Thanks for the tip, will look at that!

                    Comment


                      #11
                      Ok I'll check into the smoke collision when I get to my workstation. As for the flash, I did nothing just added to a new third person template project then loaded the example map included. However when I started after adding to project I was prompted about importing a couple png files. I'll try again and see what happens and I'll post a pic if it asks again. Thinking maybe it messed up adding while the project was open idk.
                      ps Jake. He's got you on the correct direction. Scene capture component saved to a render target upon flashed, then shown via widget and using the widget animation to fade it out. In fact my white screen and after image is shown and hidden all from code using widgets, no hard files needed.
                      Last edited by Necro_ABK; 11-16-2018, 05:04 AM.

                      Comment


                        #12
                        Originally posted by Necro_ABK View Post
                        Ok I'll check into the smoke collision when I get to my workstation. As for the flash, I did nothing just added to a new third person template project then loaded the example map included. However when I started after adding to project I was prompted about importing a couple png files. I'll try again and see what happens and I'll post a pic if it asks again. Thinking maybe it messed up adding while the project was open idk.
                        ps Jake. He's got you on the correct direction. Scene capture component saved to a render target upon flashed, then shown via widget and using the widget animation to fade it out. In fact my white screen and after image is shown and hidden all from code using widgets, no hard files needed.
                        I have thought about using screen capture. But still haven't founded a way to fade the it out with opacity

                        Comment


                          #13
                          Also TheFatCowStudio , is there a way to downgrade the assets to 4.20 without having to download 4.21 ? I would not rather go through the process of downloading 4.21, add the assets to it and then migrate back to my working project. Thanks a lot. P/S : I have bought your package

                          Comment


                            #14
                            Originally posted by RJS Jake View Post
                            Also TheFatCowStudio , is there a way to downgrade the assets to 4.20 without having to download 4.21 ? I would not rather go through the process of downloading 4.21, add the assets to it and then migrate back to my working project. Thanks a lot. P/S : I have bought your package
                            I will try to add 4.20 version support as soon as possible, so you will be able to just download 4.20 from marketplace!

                            Comment


                              #15
                              Originally posted by TheFatCowStudio View Post

                              I will try to add 4.20 version support as soon as possible, so you will be able to just download 4.20 from marketplace!
                              Thanks a lot Looking forward to it

                              Comment

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