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

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  • replied
    Awesome - thx.
    Just one issue = when i use the launcher, the "scene" floats away into the sky. I can select any object and repeatedly hit the F key to bring it back down into view but it floats away. Any ideas?
    I have another project with the kit inside the contents folder as well. This allows me to use the pieces/parts as needed.

    EDIT - This is happening in all projects now...
    I created a new thread about this issue with slightly more details...
    https://forums.unrealengine.com/show...-floating-away

    I unplugged the Xbox One controller I'm borrowing. I'm not sure if this was the problem or not, nothing floats away any longer though.
    Last edited by BoothStudios; 05-08-2017, 03:17 PM.

    Leave a comment:


  • replied
    Originally posted by BoothDigital View Post
    JUST purchased this - give me tonight and I'll let you know how it works on OSX

    So excited!

    EDIT: This is so awesome! Works flawlessly so far (on mac)!
    Thank you for making this and offering it for so little. Easily worth twice the price.

    Also, I'm very impressed and thankful for your responsiveness to questions and excellent customer service/support.

    First question I have: What is the best practice for using your kit? Create project from launcher and then edit the contents? Or add the kit to my project's content and using the "pieces/parts" as needed?
    Thank you! I'm glad you like it. I recommend create project from launcher and edit the contents for your needs.

    Leave a comment:


  • replied
    JUST purchased this - give me tonight and I'll let you know how it works on OSX

    So excited!

    EDIT: This is so awesome! Works flawlessly so far (on mac)!
    Thank you for making this and offering it for so little. Easily worth twice the price.

    Also, I'm very impressed and thankful for your responsiveness to questions and excellent customer service/support.

    First question I have: What is the best practice for using your kit? Create project from launcher and then edit the contents? Or add the kit to my project's content and using the "pieces/parts" as needed?
    Last edited by BoothStudios; 05-05-2017, 08:09 AM.

    Leave a comment:


  • replied
    Originally posted by thankstipscom View Post
    [MENTION=16530]hamsterPL[/MENTION]


    Hey... any idea why when I put a ladder over top of a security camerawall... and jump to the ladder where the camera is.. i cant jump off the ladder? I can move up and down and get off at the top but cant jump off...
    but if i ENTER the ladder above the camera I can jump off. But no matter what if i enter the ladder where the cam is... jump off is disabled.

    Looks like the "is crouching" is the issue in the animBP but theres so much cross linked stuff, im finding it very difficult to debug whats causing this.

    Any ideas?

    nvm I found it.

    The stand up check function runs even when on ladders and forces crouch. I added a check on that trace to see if on ladder and if so to go false instead. seems to work now.

    Leave a comment:


  • replied
    [MENTION=16530]hamsterPL[/MENTION]


    Hey... any idea why when I put a ladder over top of a security camerawall... and jump to the ladder where the camera is.. i cant jump off the ladder? I can move up and down and get off at the top but cant jump off...
    but if i ENTER the ladder above the camera I can jump off. But no matter what if i enter the ladder where the cam is... jump off is disabled.

    Looks like the "is crouching" is the issue in the animBP but theres so much cross linked stuff, im finding it very difficult to debug whats causing this.

    Any ideas?

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    That's kind of work as intended since I thought player should always look and aim in "depth" direction, cause it's 2D game. But there is simple tweak for that. Add a bool variable to 2D cover BP, lets say "Look towards camera" and share it to animation blueprint.
    In animation blueprint, in cover system state machine, in idle state, just add "blend pose by bool" and as bool connect "Look towards camera". In true pose use pose "facing right" and in false use "facing left".

    Thanks!
    It works.

    Leave a comment:


  • replied
    Originally posted by thankstipscom View Post
    [MENTION=16530]hamsterPL[/MENTION]
    Hey, pretty cool kit. Was just checking it out for the first time tonight.

    Some of the actors are pretty large, would be nice to split some of the functionality up into separate actors for better compile time and just overall ease of looking at.
    I know it's tough with blueprints to organize things in general as they grow.... but anyway,

    I noticed something pretty quick and maybe you can help suggest the best way to fix it since you'd know your way around everything best.
    When I put a cover BP on the left side of the character (while hes facing right) he takes cover but faces the far side.. not toward his running path. When the cover is on the right side of his path it works as expected.
    I'd like to be able to put these on either side of the player facing either way for variety and such.

    Ironically the dummy mesh is facing the way I'd like in this case...(see screens below) and let me know your thoughts.

    Thanks!
    That's kind of work as intended since I thought player should always look and aim in "depth" direction, cause it's 2D game. But there is simple tweak for that. Add a bool variable to 2D cover BP, lets say "Look towards camera" and share it to animation blueprint.
    In animation blueprint, in cover system state machine, in idle state, just add "blend pose by bool" and as bool connect "Look towards camera". In true pose use pose "facing right" and in false use "facing left". Look at screenshot for this setup.


    Click image for larger version

Name:	Anim BP - 2D cover change.jpg
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    Click image for larger version

Name:	2D cover - looking right.jpg
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ID:	1126791

    Leave a comment:


  • replied
    [MENTION=16530]hamsterPL[/MENTION]
    Hey, pretty cool kit. Was just checking it out for the first time tonight.

    Some of the actors are pretty large, would be nice to split some of the functionality up into separate actors for better compile time and just overall ease of looking at.
    I know it's tough with blueprints to organize things in general as they grow.... but anyway,

    I noticed something pretty quick and maybe you can help suggest the best way to fix it since you'd know your way around everything best.
    When I put a cover BP on the left side of the character (while hes facing right) he takes cover but faces the far side.. not toward his running path. When the cover is on the right side of his path it works as expected.
    I'd like to be able to put these on either side of the player facing either way for variety and such.

    Ironically the dummy mesh is facing the way I'd like in this case...(see screens below) and let me know your thoughts.

    Thanks!

    Click image for larger version

Name:	cover_01.jpg
Views:	1
Size:	56.5 KB
ID:	1126597
    Click image for larger version

Name:	cover_02.jpg
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ID:	1126598
    Click image for larger version

Name:	cover_03.jpg
Views:	1
Size:	73.3 KB
ID:	1126599

    Leave a comment:


  • replied
    Side Scroller Shooter Kit is now on sale! It has 30% discount!

    https://www.unrealengine.com/marketp...er-shooter-kit

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    Thank you! I thnik you can start with this tutorial series https://www.youtube.com/watch?v=6tC565pR03U
    Thanks! I'll have a look.

    Leave a comment:


  • replied
    Originally posted by Cruddynight View Post
    Hi, just bought your blueprint. First of all - amazing job! That will save me a lot of time to set it up. I got some questions, however, was wondering if you could point me in the right direction.

    1. I want to remove guns add a sword and a crossbow for a character. Just two weapons, nothing else.
    2. Remove depth aiming and aiming with a sword.
    Thank you! I thnik you can start with this tutorial series https://www.youtube.com/watch?v=6tC565pR03U

    Leave a comment:


  • replied
    Hi, just bought your blueprint. First of all - amazing job! That will save me a lot of time to set it up. I got some questions, however, was wondering if you could point me in the right direction.

    1. I want to remove guns add a sword and a crossbow for a character. Just two weapons, nothing else.
    2. Remove depth aiming and aiming with a sword.

    Leave a comment:


  • replied
    Side Scroller Shooter Kit is now compatible with UE 4.15. Patch is live on marketplace.

    Leave a comment:


  • replied
    Originally posted by Supline View Post
    Hi,
    I've tried,
    ...
    Thanks.
    I've responded to you via e-mail.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    Hi,
    I've tried,
    -Retarget Manager (doesn't work)
    -Change bones names in Maya (like default skeleton bones names) (doesn't work)
    -I'v tried duplicate Animation Blueprint "Retarget Anim Blueprint" to my character (Result: all blueprints gives an error.)

    i recorded two videos to explain the situation.

    1) Retarget Anim Blueprint (blueprint error)
    https://www.youtube.com/watch?v=4gzG...ature=youtu.be
    2)Retarget to another skeleton (This is work) but AI will be broken
    https://www.youtube.com/watch?v=QbQZERM_eks


    I tried dozens of different ways, i don't know how can i do this but it didn't work for now.
    I don't know how to assign skeleton like your tutorial with UE4(Tropper Character). Because my character is don't have same bones (if i change the bones name it dosn't work.)
    So, please, please tell me how can i use custom character with your system.
    Thanks.

    Leave a comment:

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