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

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  • replied
    Side Scroller Shooter kit is now on black Friday sale with 50% off price!

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

    Leave a comment:


  • replied
    Side Scroller Shooter kit is now on flash sale with 50% off price!

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

    Leave a comment:


  • replied
    Side Scroller Shooter Kit is compatible with UE 4.23. You can easily migrate from 4.20 and up.

    Leave a comment:


  • replied
    Side Scroller Shooter kit is now on anniversaly sale with 50% off price!

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

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post





    Thank you!

    1 No, there was never demand for that, but I've seen some stuff on marketplace already, with sminning water system.
    2 Yes, weapon is disappearing with dissolve effect. It needed to be stow because character needs to have hands on ladder.
    There is no explicit weapons hiding, mainly because of lack of animations, but I made a tutorial for third person version regarding
    unarmed state https://youtu.be/Ne0WqR1hLAI which also should work for side scroller. Currently I work on reworking a lot of stuff in third person
    version, including stowing weapons, so maybe in future I will add it to side scroller, mainly because I will have animations already.
    3 I guess same answer as above. You can hide weapon which will unlock more melee moves.
    4 No
    5 No, I already asked Epic support about this and there is no technical possibility for that now. "Special sales" are organized by Epic which are basically timed limited sales.

    ​​​​​​​
    Thank you very much bro! Cheers!

    Leave a comment:


  • replied

    Originally posted by leozin1313 View Post
    Hello, hamsterPL !
    First, thank you for creating this awesome content!
    Second, I plan to buy the pack but I have some simple questions:

    1-) Do you plan to add swimming animations to the pack?
    2-) (On the youtube video) When the character "uses" the ladder, the weapon he is carrying just vanish and come back after he jumps out of the ladder. Have you corrected it or is it still in that way right now (August/2019)?
    3-) Is the character "always" using a weapon or we can press a button and it holsters/activates "melee" mode(without weapons - just kicks, punches, etc)?
    4-) Does the pack contains footsteps based on material the actor is stepping? (wood, metal, etc)
    5-) Is there a way to buy the pack directly from you with 50% disccount as you do in "special sales" times?

    Thank you!
    Cheers!



    ​​​​​​​Thank you!

    1 No, there was never demand for that, but I've seen some stuff on marketplace already, with sminning water system.
    2 Yes, weapon is disappearing with dissolve effect. It needed to be stow because character needs to have hands on ladder.
    There is no explicit weapons hiding, mainly because of lack of animations, but I made a tutorial for third person version regarding
    unarmed state https://youtu.be/Ne0WqR1hLAI which also should work for side scroller. Currently I work on reworking a lot of stuff in third person
    version, including stowing weapons, so maybe in future I will add it to side scroller, mainly because I will have animations already.
    3 I guess same answer as above. You can hide weapon which will unlock more melee moves.
    4 No
    5 No, I already asked Epic support about this and there is no technical possibility for that now. "Special sales" are organized by Epic which are basically timed limited sales.

    Leave a comment:


  • replied
    Hello, hamsterPL !
    First, thank you for creating this awesome content!
    Second, I plan to buy the pack but I have some simple questions:

    1-) Do you plan to add swimming animations to the pack?
    2-) (On the youtube video) When the character "uses" the ladder, the weapon he is carrying just vanish and come back after he jumps out of the ladder. Have you corrected it or is it still in that way right now (August/2019)?
    3-) Is the character "always" using a weapon or we can press a button and it holsters/activates "melee" mode(without weapons - just kicks, punches, etc)?
    4-) Does the pack contains footsteps based on material the actor is stepping? (wood, metal, etc)
    5-) Is there a way to buy the pack directly from you with 50% disccount as you do in "special sales" times?

    Thank you!
    Cheers!

    Leave a comment:


  • replied
    I made a Discord channel for shooter kit support:

    https://discord.gg/6rgv5Tj

    Leave a comment:


  • replied
    Originally posted by jajo1399 View Post
    Nice..How can I link the levels on the main menu select level and link next level in current map??!!
    Community member made tutorial for adding new level - https://1drv.ms/b/s!ArQ2o4Lr9uLggVGgvGiHjq_6wDWB

    Leave a comment:


  • replied
    Nice..How can I link the levels on the main menu select level and link next level in current map??!!

    Leave a comment:


  • replied
    Originally posted by jajo1399 View Post
    Scaling up the damage buleprint to 5 solved my problem.
    Crosshair aim patch (link is broken) I suggest that aim should be simple so the player can have easy fast action
    1- The Crosshair follows the mouse pointer on screen freely.
    2- When the Crosshair goes opposite the direction the player walk the character changes direction also.
    3- When the Crosshair passes by an enemy or hit area it locks on for a second or more if the player shoots it stays locked if not it releases the target.
    4- There should be editable variables for the developer so he can control the options like: -Lock on Target (check box) -Lock on Time (number in seconds) - Mouse Axis Invert aiming
    5- The same should be done to the depth aim when clicking right mouse button.
    That should enhance the quality of the kit. Another BIG THANKS.
    1 I reuploaded a screen shot from last post, this should do the work - https://imgur.com/RvGMnDv
    2 It's already done in kit
    3 and 4 - so basicaly it's new targeting system. Not that trivial to do
    5 It's even harder to do

    I will see what I can do. Thank you for feedback!

    Leave a comment:


  • replied
    Scaling up the damage buleprint to 5 solved my problem.
    Crosshair aim patch (link is broken) I suggest that aim should be simple so the player can have easy fast action
    1- The Crosshair follows the mouse pointer on screen freely.
    2- When the Crosshair goes opposite the direction the player walk the character changes direction also.
    3- When the Crosshair passes by an enemy or hit area it locks on for a second or more if the player shoots it stays locked if not it releases the target.
    4- There should be editable variables for the developer so he can control the options like: -Lock on Target (check box) -Lock on Time (number in seconds) - Mouse Axis Invert aiming
    5- The same should be done to the depth aim when clicking right mouse button.
    That should enhance the quality of the kit. Another BIG THANKS.
    Last edited by jajo1399; 06-17-2019, 04:33 AM.

    Leave a comment:


  • replied
    Originally posted by jajo1399 View Post
    This is the part that I asked about scaling the bullet in the turret blueprint

    Second I want to make turrets hear the player when he is 5 feet close for example.
    Plus could you show me how to make the aim cross hair floats with the mouse pointer freely on the screen
    just like this game https://youtu.be/PVTmcCewuaw
    Thanks again
    Scaling thing problem - open BP_EnemyBullet and scale up damage are blueprint or remove scaling node - https://imgur.com/IQxAQDW

    Turrrets hearing - in a pinch, you need to add a AI controller to it, then to AI controller add perception component and add reaction on hearing. You can check how it is done for AI in BP_Human_AI_CON

    Crosshair aim - actually I've spend some time on that this weekend, I made a proof of concept, it will be added in a patch. Here's basic added logic for it - https://imgur.com/undefined

    Leave a comment:


  • replied
    This is the part that I asked about scaling the bullet in the turret blueprint

    Second I want to make turrets hear the player when he is 5 feet close for example.
    Plus could you show me how to make the aim cross hair floats with the mouse pointer freely on the screen
    just like this game https://youtu.be/PVTmcCewuaw
    Thanks again
    Attached Files

    Leave a comment:


  • replied
    Originally posted by jajo1399 View Post
    When scaling bullet in shooting setting it does not damage player when he is not moving.
    example scale 0.5 and above.
    You scaling bullet size in shooting setting? I don't recall there is property for that. Anyway, if you want to change scale of a bullet, look into "SpawnBullet" function in AI character class, and set desired scale on actor spawn node.

    Leave a comment:

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