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

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  • replied
    Originally posted by Malibu Lizard View Post
    If I sent you a clean sidescroller kit project (As proof of purchase) would you be able to send me an altered version of this kit? I want everything except I want to remove all depth aiming, cover mechanics, weapon systems in general including swapping weapons and ammo and stuff (I just want the base pistol weapon), dynamic material and material effects and anything related from the main player characters blueprint. I just want the main character with a single weapon on a basic mesh that can do sprinting, crouching, jumping, sliding, melee, stealth kills and aiming in a 2d space. Right now the character is crammed full of features I don't want and I have to take them all into account if I want to change or implement my own systems into the character without breaking the blueprint...
    Right now I'm having alot of difficulty removing all these things because everything is so closely connected and theres soo much code that I keep ending up with errors and breaking the blueprint (aswell as connected blueprints from the AnimBP to things like ladders and ledges- which I want). Would having a simplified version of the kit be possible?
    I have this kit, and use it's bp as reference. It's easier to start from scratch if your building a game, and eventually costs less time. Honestly.
    You can then migrate only the assets you want, and create new blendspace, and anim blueprint. So everything you only want will work.
    You can delete them from the ABP., and side scroller character. You can change animations etc. Remove the inputs from project settings, and widgets.
    But if you save, and compile before you finish removing absolutely everything. It will disconnect nodes, and throw errors in almost every blueprint.
    As almost everything is using something.
    Chances are youll be destroying projects to just start from scratch anyways, and use it as reference. As u can copy, and paste nodes, and functions into a new project.
    It ends up being easier, and cleaner in the long run.
    https://www.youtube.com/watch?v=6RveqARxe1Y

    Leave a comment:


  • replied
    If I sent you a clean sidescroller kit project (As proof of purchase) would you be able to send me an altered version of this kit? I want everything except I want to remove all depth aiming, cover mechanics, weapon systems in general including swapping weapons and ammo and stuff (I just want the base pistol weapon), dynamic material and material effects and anything related from the main player characters blueprint. I just want the main character with a single weapon on a basic mesh that can do sprinting, crouching, jumping, sliding, melee, stealth kills and aiming in a 2d space. Right now the character is crammed full of features I don't want and I have to take them all into account if I want to change or implement my own systems into the character without breaking the blueprint...
    Right now I'm having alot of difficulty removing all these things because everything is so closely connected and theres soo much code that I keep ending up with errors and breaking the blueprint (aswell as connected blueprints from the AnimBP to things like ladders and ledges- which I want). Would having a simplified version of the kit be possible?

    Leave a comment:


  • replied
    Hey Hamster, I've followed the walkthrough fro the TPS kit, but its different and so theres no way to follow to match how to do it correctly: For instance:-
    in the Blendposes there is no idle/Run to change it to work so easily.
    as the player is always aiming. it doesnt wait for right click to aim.

    is there a way you can do the the parts which are different for the side scroller?


    Thanks
    Last edited by AdamF; 06-20-2017, 02:11 PM.

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  • replied
    Originally posted by GGaler View Post
    Really excited about this kit! Do you have any info on basic installation? When I create a project, Unreal won't let me open it directly. When I copy the contents to my own, everything is messed up (controller is not working). Thanks.

    Guy
    Open your launcher. Go to library. Find Third Person Shooter Kit project. Choose "Create project".

    Originally posted by AdamF View Post
    Hey Hamster , Noob question coming your way: How do I have the character start with no weapons, and have him pickup the weapons as he finds them.
    Main part is more important: how to start the character with no gun animation.

    Is that animation in the template as i couldn't find it when i searched.
    Is the pickup of weapons possible?
    I made basic walkthrough for that for Third Person Shooter Kit. It also applies to Side Scroller Shooter Kit

    https://www.youtube.com/watch?v=6RveqARxe1Y

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  • replied
    Hey Hamster , Noob question coming your way: How do I have the character start with no weapons, and have him pickup the weapons as he finds them.
    Main part is more important: how to start the character with no gun animation.

    Is that animation in the template as i couldn't find it when i searched.
    Is the pickup of weapons possible?

    Leave a comment:


  • replied
    Really excited about this kit! Do you have any info on basic installation? When I create a project, Unreal won't let me open it directly. When I copy the contents to my own, everything is messed up (controller is not working). Thanks.

    Guy

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    Well this variable type is enum "weapon type" right? If so, drag a pin from it and type == to create compare node for that enum. Compare it with assault rifle. Then connect it to end node.
    Ah!! Thank you so much! Way better than my solution!

    Leave a comment:


  • replied
    Originally posted by BoothDigital View Post
    I did try that; however, it cannot be done as "==" node is not an enum.

    Okay, I connected via a "byte to enum" node and that worked as far as compiling is concerned. I do not see anything referencing assault rifle though, just Top/Middle/Down/None

    For the record, I did not manually disconnect these nodes.

    Thanks for the quick reply/help!!
    Well this variable type is enum "weapon type" right? If so, drag a pin from it and type == to create compare node for that enum. Compare it with assault rifle. Then connect it to end node.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    Connect variable "current weapon" to "==" node and set same value as was before (assault rifle as far as I recall)
    I did try that; however, it cannot be done as "==" node is not an enum.

    Okay, I connected via a "byte to enum" node and that worked as far as compiling is concerned. I do not see anything referencing assault rifle though, just Top/Middle/Down/None

    For the record, I did not manually disconnect these nodes.

    Thanks for the quick reply/help!!

    Leave a comment:


  • replied
    Originally posted by BoothDigital View Post
    Hey Hamster - a new question for you (as I have been learning/digging into/experimenting with the SSSKit since I last commented here).
    I have my characters "working" so far, so good - until this ERROR:


    I have no idea what to do with "CURRENT WEAPON" node (or the errors listed which I believe are with the same node). So, what do I do here?

    Any help is appreciated as always. Thanks again for the kit!
    Connect variable "current weapon" to "==" node and set same value as was before (assault rifle as far as I recall)

    Leave a comment:


  • replied
    Originally posted by thankstipscom View Post
    This project is rather large and will be quite overwhelming for someone new. I don't think its very newb-friendly tbh, unless you're planning on changing absolutely nothing about the gameplay.

    That said, you're not meant to edit the map blueprints he's made. He basically made a bp that can be dynamically modified for his gameplay features demo. You can't find the wall because hes generating them in the construction script using various options like sizes and stuff. If you look at one of his sample levels or his sample game instead, he's built those maps manually, not using "room blueprints" as seen in the features map.

    Take a look at his actual game level/game demo map, not the features one and click the pieces and see what I mean.
    I don't find this to be overwhelming. I find it to be exciting and challenging.
    Since purchasing the kit, I have played around/experimented until I got the hang of it. Still learning the engine and game dev; however, I'm a fast learner.

    Thank you for your post. It encouraged me to push through the unknown I faced at the time.

    Leave a comment:


  • replied
    Hey Hamster - a new question for you (as I have been learning/digging into/experimenting with the SSSKit since I last commented here).
    I have my characters "working" so far, so good - until this ERROR:

    Click image for larger version

Name:	BP Help.jpeg
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ID:	1129072

    I have no idea what to do with "CURRENT WEAPON" node (or the errors listed which I believe are with the same node). So, what do I do here?

    Any help is appreciated as always. Thanks again for the kit!
    Last edited by BoothStudios; 06-04-2017, 04:58 PM. Reason: grammar

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  • replied
    Compatibility with UE 4.16 is now live.

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  • replied
    Originally posted by BarisT View Post
    hamsterPL, both your blueprint and your support are first class!
    Thank you!

    Compatibility with UE 4.16 is done. Just need to be approved by Epic, which probably happen in few days.

    Changelog for UE 4.16:

    - Small rework of applying option for fullscreen/windowed mode to fix a bug

    Leave a comment:


  • replied
    hamsterPL, both your blueprint and your support are first class!

    Leave a comment:

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