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

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    hamsterPL, when can we expect an update for 4.13?

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      Originally posted by BarisT View Post
      hamsterPL, when can we expect an update for 4.13?
      I'm actually working on 4.13 fixes at this moment. Almost everything is ready. I think I will send files today to Epic.
      Game frameworks on Unreal Marketplace:

      Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

      Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

      Support Discord channel: https://discord.gg/NdUHQnC

      Comment


        [MENTION=22853]BarisT[/MENTION]

        I've just send update to Epic for 4.13 and patch 1 for 4.12

        4.12 patch 1 changelog:

        - AI - fixed bug when reseting current cover point actor reference while switching to patrol mode
        - Player - cover system - fixed issue when player was exiting cover point while crouching. With very high FPS player's character mesh could be relocated under the map a bit. This was due Z offset check function called in animation BP after cover exit.

        4.13 compatibility update changelog:

        - Player - ladder climb - disabled hit reaction logic when player was leaving ladder from top. This caused issue when player get's hit at that time.
        - Main menu - added interaction component to main menu pawn - old interacting method with 3D widgets didn't work as stated here https://answers.unrealengine.com/que...ng-in-413.html
        - Animation blueprint - player and AI - deleted some cashed poses because they didn't work for some reason
        - Options - switched fullscreen option text from "on" to "off". For some reason game always launched in window mode. Simple text switch fix that.
        - Known issue - when player or character is placed in the world, he has bit skewed arms for some reason. In blueprint and game is OK so it's not a real problem
        - AI - fixed bug when reseting current cover point actor reference while switching to patrol mode
        - Player - cover system - fixed issue when player was exiting cover point while crouching. With very high FPS player's character mesh could be relocated under the map a bit. This was due Z offset check function called in animation BP after cover exit.
        Game frameworks on Unreal Marketplace:

        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

        Support Discord channel: https://discord.gg/NdUHQnC

        Comment


          [MENTION=22853]BarisT[/MENTION]

          Update for 4.13 and 4.12 patch 1 is now live
          Game frameworks on Unreal Marketplace:

          Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

          Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

          Support Discord channel: https://discord.gg/NdUHQnC

          Comment


            Excellent work, thanks!

            Comment


              It is working really great so far lots of assets!

              I'm trying to remake a 2d game from when I was a kid into a 2.5D game and this should work perfectly

              However, I'm a super beginner, probably one of the dumbest questions but how exactly do I replace the mesh of the character, it seems different from the side scroller that comes with ue4, the way I did it for that character doesn't seem to work if I change the character's mesh it makes it so the guns don't aim, only shoot and they appear at the feet.

              Thanks again for the awesome kit though

              Comment


                Hey hamsterPL,

                im just start learning the UE4 with your pack. Thanks it's really awesome. But i struggle arround with the replacement of meshes inside a blueprint. I took the elevator layer "floor" and changed the mesh in the details tab to another mesh to let the structure and the mechanism untouched. I also could give it a new material, but i cannot scale it up. Some meshes can be rearranged and some not. Can you tell me why? Sorry im just learning... :P And maybe how i can fix it?

                Thanks!
                -gm

                Comment


                  Originally posted by 3Stag View Post
                  It is working really great so far lots of assets!

                  I'm trying to remake a 2d game from when I was a kid into a 2.5D game and this should work perfectly

                  However, I'm a super beginner, probably one of the dumbest questions but how exactly do I replace the mesh of the character, it seems different from the side scroller that comes with ue4, the way I did it for that character doesn't seem to work if I change the character's mesh it makes it so the guns don't aim, only shoot and they appear at the feet.

                  Thanks again for the awesome kit though
                  Thank you [MENTION=395057]3Stag[/MENTION]!
                  I used same character as is in default Epic's templates. It only has different material color and additional meshes attached. I think your issue is that you didn't attach weapon to correct socket. Every weapon has proper socket for example for pistol weapons is pistol socket. Look for "parent socket" in weapon mesh properties.


                  Originally posted by gestaltermedien View Post
                  Hey hamsterPL,

                  im just start learning the UE4 with your pack. Thanks it's really awesome. But i struggle arround with the replacement of meshes inside a blueprint. I took the elevator layer "floor" and changed the mesh in the details tab to another mesh to let the structure and the mechanism untouched. I also could give it a new material, but i cannot scale it up. Some meshes can be rearranged and some not. Can you tell me why? Sorry im just learning... :P And maybe how i can fix it?

                  Thanks!
                  -gm
                  Thanks [MENTION=103279]gestaltermedien[/MENTION]

                  In elevator blueprint, floor mesh has child actors and his scale and location is set in construction script. I suggest in const. script unpin secion related to floor mesh, set your own mesh/look and set proper default values for elevator location and floor scale, then pin it again.
                  Same with panel actors and pretty much every actor set in construction script.

                  Click image for larger version

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                  Last edited by hamsterPL; 09-20-2016, 07:05 PM.
                  Game frameworks on Unreal Marketplace:

                  Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                  Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                  Support Discord channel: https://discord.gg/NdUHQnC

                  Comment


                    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

                    Comment


                      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.
                      Game frameworks on Unreal Marketplace:

                      Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                      Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                      Support Discord channel: https://discord.gg/NdUHQnC

                      Comment


                        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".
                        Game frameworks on Unreal Marketplace:

                        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                        Support Discord channel: https://discord.gg/NdUHQnC

                        Comment


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

                          Comment


                            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.
                            Game frameworks on Unreal Marketplace:

                            Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                            Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                            Support Discord channel: https://discord.gg/NdUHQnC

                            Comment


                              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.
                              Game frameworks on Unreal Marketplace:

                              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                              Support Discord channel: https://discord.gg/NdUHQnC

                              Comment


                                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.

                                Comment

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