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    #61
    Originally posted by morbidipus View Post
    just got this yesterday from sellfy and was able to a add to latest generic shooter (4.11) - just took me an hour or so to copy it over into the bp character player. Tested locally and it looks great! now to find time to tinker with the settings. Awesome work!
    Hey morbidipus,
    For those w/ GS I actually have a separate blueprint solution that people can drop in for that (if they own both), so I could have saved you some work.

    There are a few quirks you may encounter in copying it over...specifically a few buried default variable values you want to make sure match, but it sounds like you may have got it working yourself so good job.

    Feel free to pm me if you want to try the drop-in solution.
    Last edited by Pheesh; 05-20-2016, 07:16 PM.

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      #62
      Any news on the surfing solution?
      Regards,
      Kia.

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        #63
        From going down the surfing path unfortunately I don't think a multiplayer solution is ultimately possible in 100% blueprint that would work in latency environment. Single player might still be achievable via blueprint but it will require a number of hacks on top of the air control framework in my pack to make it work, and then I'm not sure how correct you will be able to make it feel. When I was pursuing this it became apparent the way the engine handles certain accelerations against inclined surfaces made surfing a non-starter for multiplayer blueprint.

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          #64
          Sweet! no need to worry about crappy movement anymore, thank you. Any ETA on multiplayer crouch jumping?

          All the love.

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            #65
            just to let folks know as I've got a few questions on this- I tested and the blueprint works with the latest 4.12.5 release without any issue.

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              #66
              Originally posted by Pheesh View Post
              just to let folks know as I've got a few questions on this- I tested and the blueprint works with the latest 4.12.5 release without any issue.
              Thank you sir! I just bought the pack. I am looking forward to playing around with it, and any future updates!

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                #67
                I like to use my mouse wheel down to jump when bunny hopping, and after binding it to jump I noticed that the jump sound would play but the character would not actually jump. After a little research I found that the mouse wheel up and down functions were considered pressed and released in the same tick, so it would start and end the jump at the same time. I am not sure if this is the best fix, but my solution was to add a very small delay after InputAction Jump released. This seems to have fixed the problem, and so far I have not noticed any adverse effects.

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                  #68
                  Originally posted by Pheesh View Post
                  Since child blueprints continue to be buggy, to integrate w/ the generic shooter pack the best approach I settled on was to re-create the functions of the fps movement pack in the BP_PlayerCharacter blueprint. Essentially you create each function in the BP_PlayerCharacter blueprint, then copy paste the underlying nodes from the MPfpsMoveCharacter blueprint. This sounds simple but there are a few pitfalls and things you need to watch out for in translating the functions, custom events etc. You need to re-create all the variables, make sure every little node and connection got brought in when pasting and that the default values of every variable are re-set to the same. If you are looking at a completely new blueprint this can be pretty difficult to navigate.

                  So in this case, rather than create an hour+ long tutorial that probably would not cover everything you need to watch out for in integrating w/ the GS pack, I can share my integrated blueprint solution directly with you (pm me) if you are a verified owner of the GS pack.
                  Sorry I'm new on these forums and can't find an option to PM you; Would I be able to grab this off of you please?

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                    #69
                    hey hydrolist, sorry I didn't see this earlier- if you're running 4.14 I think there's going to be a new Generic shooter release soon for that, so once that drops I can re-integrate it for you.

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                      #70
                      Originally posted by Pheesh View Post
                      hey hydrolist, sorry I didn't see this earlier- if you're running 4.14 I think there's going to be a new Generic shooter release soon for that, so once that drops I can re-integrate it for you.
                      Wow man cool, That'd be great thanks I'll keep active on these forums.

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                        #71
                        Originally posted by Pheesh View Post
                        hey hydrolist, sorry I didn't see this earlier- if you're running 4.14 I think there's going to be a new Generic shooter release soon for that, so once that drops I can re-integrate it for you.
                        Lovely, this is good news, can't wait. Big Thanks!

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                          #72
                          If I was to buy this code, would I be able to use it commercially for something like publishing to Steam?

                          Also, has anyone tested it for v4.14.x?

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                            #73
                            Hey, sorry I'm not checking this forum as much- it should work for v4.14 out of the box. If you do run into any issue let me know, but others haven't had issues since 4.14 dropped.

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                              #74
                              Hey Pheesh, i sent you a private message and email about integration for genericshooter and classicfps movement with proof of purchase of both, its been a couple days with no response, you around ?

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                                #75
                                Hmm I'm glad this got a bump because I totally missed it and it looks sick! Nice work!

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