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Side Scroller Shooter Kit - Cover system, Human AI, QTE System & much more!

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  • replied
    I never realised you replied to me so sorry for this late reply but the problems are no longer there. I never figured out why the Ladder was causing me issues but eventually it just kind of stopped by itself. As for the ledge climber the issue seemed to stem from the character BP as I changed the jump so that you can hold down the jump button to jump higher- and if you were still holding the jump button when entering the Ledge Climber it would mess up. I fixed that problem now so it's all good.

    I'm currently battling a new problem with the Turret AI. If anyone can help me solve this I'd be grateful. Some of my Turrets work correctly and shortly after being alarmed go back into standby mode etc, while other Turrets will stay fixed at the last location they saw the player repeatedly shooting, regardless of whether the player is even still there. What makes this confusing is that the Turrets are all copy+Pasted on my level with the exact same settings so I'm clueless as to why some act differently to others. As far as I can tell all the culprits are clamped yaw rot Turrets- although because they are all copied and pasted across the level, some are working fine! Nothing about the turrets has been edited in the Blueprints besides the addition of a new type- a custom pitch turret. All the info for this new type works nearly identically to the normal pitch turrets and shouldn't effect the other turret types at all. So every other turret type works fine besides clamped yaw rot in some cases. Anyone have any idea why?
    So far I am unable to replicate this using a completely blank project with only the sidescroller template assets. Although its hard to reproduce when your not sure how it's happening in the first place haha.
    Last edited by Malibu Lizard; 10-25-2016, 07:28 PM.

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  • replied
    Originally posted by BarisT View Post
    Hey, thanks for the reply. By “auto-aim” I mean when crosshair switches from white to red and then AI takes damage.
    Anyway,I've sent you an email with detailed feedback and uploaded a video as well.
    I looked at your video and responded in detail for e-mail.
    I think there is problem with skeletal mesh collision - check if there is nothing between aim trace and skeletal mesh. Also check physical asset for that skeletal mesh.

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  • replied
    Hey, thanks for the reply. By “auto-aim” I mean when crosshair switches from white to red and then AI takes damage.
    Anyway,I've sent you an email with detailed feedback and uploaded a video as well.

    Leave a comment:


  • replied
    Originally posted by BarisT View Post
    Hey hamsterPL;
    Enjoying the kit, lovely work!
    I wonder if you plan on adding some more tutorials, especially about how the auto-aiming works in depth.
    Sometimes I have problems making auto-aim works if there are complex-collision meshes around. Is this an issue about how tracing works?
    I looked for how auto-aiming is handled in character blueprint but I couldn't get far.
    I'm glad you like my kit I don't know exacly what do you mean because I didn't implement any auto-aim nor write it on features list Are you talking about cover system maybe? Because aiming there can be saved. Look for bool variable in player character blueprint "Cover - Blind - Save Last Aim Pitch And Yaw" for example. That's in cover settings section. You can save last angle while player was aiming.


    Originally posted by BarisT View Post
    Also one more issue I've noticed : Check points saves the location of the player only, they don't have save the state of game objects. For instance, 1) I ran past a check point, game is saved. 2)I destroy a loot ball 3) And then I die.
    When I respawn at the check point I see that the loot ball is not respawned, but rather remains destroyed...However, it should spawn fresh...since it is after the last check point.
    Any suggestions?
    This works as intended. As is in features list, it's simple checkpoint system. I can't check and save items which are between checkpoints because I don't know what is placed there. But I have an idea how to do this - create struct with 2 variables, vector (loation) and array variable of enemy/pick ups class to checkpoint and expose it. In editor, add there actors which are in front of that checkpoint. When player respawns, just spawn there new pick up/enemy.

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  • replied
    Also one more issue I've noticed : Check points saves the location of the player only, they don't have save the state of game objects. For instance, 1) I ran past a check point, game is saved. 2)I destroy a loot ball 3) And then I die.
    When I respawn at the check point I see that the loot ball is not respawned, but rather remains destroyed...However, it should spawn fresh...since it is after the last check point.
    Any suggestions?
    Last edited by BarisT; 10-18-2016, 10:33 AM.

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  • replied
    Hey hamsterPL;
    Enjoying the kit, lovely work!
    I wonder if you plan on adding some more tutorials, especially about how the auto-aiming works in depth.
    Sometimes I have problems making auto-aim works if there are complex-collision meshes around. Is this an issue about how tracing works?
    I looked for how auto-aiming is handled in character blueprint but I couldn't get far.

    Leave a comment:


  • replied
    Thanks [MENTION=234911]PoisonGames[/MENTION] If you have any other feedback/problem, let me know.

    Leave a comment:


  • replied
    Thank you, again This is really awesome! Nice support.

    Originally posted by hamsterPL View Post
    [MENTION=234911]PoisonGames[/MENTION] [MENTION=395057]3Stag[/MENTION]

    I made a tutorial for changing character to trooper from matinee demo

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  • replied
    [MENTION=234911]PoisonGames[/MENTION] [MENTION=395057]3Stag[/MENTION]

    I made a tutorial for changing character to trooper from matinee demo

    Leave a comment:


  • replied
    Thanks Awesome. I really love it.

    Originally posted by hamsterPL View Post
    [MENTION=234911]PoisonGames[/MENTION]

    I made a walkthrough video with adding new weapon to kit. It covers general set up for player, HUD, player's cover system, pick ups and human AI.

    Leave a comment:


  • replied
    Originally posted by PoisonGames View Post
    Hello, i have purchase your template and its awesome
    Can you make some tutorials ? I would love to know how can i change player and enemy models with my own, also to add some weapons.

    Thank you
    [MENTION=234911]PoisonGames[/MENTION]

    I made a walkthrough video with adding new weapon to kit. It covers general set up for player, HUD, player's cover system, pick ups and human AI.

    Last edited by hamsterPL; 10-05-2016, 05:24 PM.

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  • replied
    Patch for 4.13.1 is now live.


    Change log:
    - BP_SideScrollerAI - deleted unnecessary pins - Some colapsed nodes had 2 inputs.
    Probably caused by this engine change from 4.13.1: Fixed! UE-35585 Migration from 4.12.5 to 4.13 can result in Blueprint functions losing input/ouput variables



    Originally posted by Zenoflare View Post
    Awesome work, I would really like to buy a TPS version!
    Thanks! I'm considering to make TPS version.

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  • replied
    Awesome work, I would really like to buy a TPS version!

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  • replied
    Today I've send update to Epic for 4.13, to fix issue caused by 4.13.1 update.

    Change log:
    - BP_SideScrollerAI - deleted unnecessary pins - Some colapsed nodes had 2 inputs.
    Probably caused by this engine change from 4.13.1: Fixed! UE-35585 Migration from 4.12.5 to 4.13 can result in Blueprint functions losing input/ouput variables

    If you want to fix it on your own, instead of waiting for marketplace patch:
    In BP_SideScrollerAI look into dissolve materials graph and just delete unnecessary pins. Same in graph "AI gets damage logic" with node "Humans AI death logic".

    Leave a comment:


  • replied
    Originally posted by Malibu Lizard View Post
    Hey hamsterPL,

    So far things are going well using this kit- it's a real saver for my prototype and I haven't even got round to using all it has to offer because theres soo much included!
    I was wondering if you could explain to me how exactly the 'Ledge climb' and 'ladder climb off at top' mechanics work because in my game, they seem to work sometimes but other times they don't work properly.
    An example for the Ledge Climber not working properly in my project would be; When jumping to a ledge sometimes my character would perform the climbing animation but somehow will end up inside the other mesh (I've got a normal flat cube mesh with climbable ledges on either side). This would in turn cause the character to be stuck inside the cube mesh thus breaking the game as you cannot do anything but reset the game. I've triple checked the collisions settings incase that was the issue but found no problem. The settings for the ledge climber are correct also and my project is using the 4.12 version.
    An example of the Ladder climb not working properly in my project would be; when the character reaches to the top of a ladder to climb off, sometimes he will perform the animation a second time in mid air- again the ladders seem to be positioned correctly and most of the time work flawlessly. This isn't game breaking but it does look rather odd.

    Any help you can provide or reasons as to why this is happening would be greatly appreciated. Right now I can only assume I'm doing something wrong but I can't figure out what.

    Malibu Lizard
    I'm glad you like my kit [MENTION=48740]Malibu Lizard[/MENTION] ^^

    I'm not sure what could cause these issues. Maybe answers to these questions will help:

    1 Can you reproduce it in one of example levels on clean project?
    2 In BP_Ledge_Climber there is direction arrow - did you set in to correct direction? Similar with ladder blueprint.
    3 Did you changed something with "Climbing ladder" state machine?
    4 Did you switch/modify AS_climb_ladder_finish animation? Error could be caused by deleted/moved anim notify.

    Leave a comment:

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