Version 1.0.0.5 of the Multiplayer Survival Game Template has just been made available via Gumroad and has been submitted to Epic for update in the launcher (along with a request to push this one quicker than usual due to some errors made by Epic themselves). This update is just to fix an issue with the harvesting nodes. You can read more about it here if like: http://survivalgame.site/?p=282
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The launcher build of the template has now been updated to version 1.0.0.5 to match the Gumroad build as Epic pushes this update through a little quicker than usualI strong recommend anyone who intends on using the harvesting system use this build, not 1.0.0.4. Likewise, if you are noticing double-ups in some of the files (something Epic did with the last version for some reason) then I would recommend upgrading if you haven't done too much custom work on the logic. Thanks guys!
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Originally posted by apoisonedgift View PostHey there. No, there are no animations for this in place. It would be reasonably simple to hook some up - but an artist I am most definitely not (all the decent artwork in template was kindly provided by other members of the community, or my fiancée who is a freelance illustrator). The animation graph for the player realistically needs expansion, but this was done with the knowledge that 99% of people will be putting their own animation system in anyway.
As you say, adding animations themselves would be useless because we will put our animations but the problem is more about adding the code to play those animations and about replication. Maybe you can add the nodes in the blueprints and leave them empty? It would be nice
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Originally posted by Haoris View PostHi,
As you say, adding animations themselves would be useless because we will put our animations but the problem is more about adding the code to play those animations and about replication. Maybe you can add the nodes in the blueprints and leave them empty? It would be nice
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Originally posted by apoisonedgift View PostHey there. The system has a setup for enabling unique logic for each item use. This was done with the intent on having unique anims/sounds/events play on use. Whenever you use an item that is a Useable item, the actor that represents it fires off an event unique to that actor called "Use". In the example content, this event is used to do things like trigger a muzzle flash in the weapons and "animate" the sledge hammer, with the intent to demonstrate that this might be used for things such as this. The default anim graph includes a slot for animation montages, so if custom animations were desired to be played, then you would only need to use the Play Anim Montage node on the character. Adding in a heap of empty nodes is not really something I'd like to be doing simply because people who don't want animations to play at those points will then be left with superfluous code. Hope that makes sense?
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Originally posted by Haoris View PostHmm, let's say I want my character to play a fire animation while using the machinegun, you mean that all I have to do is to add a "play anim montage" node in the "Event Use" of the BP_SGT_Weapon_Machinegun and the anim will be played on the character who use the weapon and replicated to other characters?
I haven't tested it extensively... but you may need to play with the anim graph a little to reorder things around if you are trying to animate the player's bottom half as the blending for aimspaces may over-ride the animation, but again, more testing would be required. But for things like reloading, firing, melee swings, etc. you'd be set
It's worth noting that a bug was brought to my attention today in which using items on the host is causing the client to become unpossessed... So that is an issue getting in the way of this, along wiht other things. A bug fix for that will be available in the next day or two (very easy fix).
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Hey guys. Just wanted to jump in here and announce that I'll be running a giveaway of the template, starting from today and ending on February 28th... All you need to do is submit an interesting survival game idea... but for more details on this, please check out the thread explaining it all over in the community content forum!
Look forward to seeing the ideas coming!
- apoisonedgift
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Version 1.0.0.6 of the Multiplayer Survival Game Template has just been made available via Gumroad and has been submitted to Epic for update in the launcher (and so should be available sometime in the next few days via the launcher). This update is focussed on some bug fixing as well as adding support for the newly released 4.15 (though there are issues with the blueprint nativisation - so if you are looking for that you'll need to wait for another update - odd as it worked in it's experimental stages under 4.13 and 4.14 haha). Full details on the fixes included are available here: http://survivalgame.site/?p=285
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Some people were asking for detailed instructions on how to apply the fix for the multicast event in 1.0.0.6 to prior versions for their projects. I have written up instructions on how to do this and made them public here: http://survivalgame.site/?p=288
Please note: this is only relevant to your work if you are using 1.0.0.5 or prior, as the fix is included in the 1.0.0.6 build.
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Originally posted by apoisonedgift View PostSome people were asking for detailed instructions on how to apply the fix for the multicast event in 1.0.0.6 to prior versions for their projects. I have written up instructions on how to do this and made them public here: http://survivalgame.site/?p=288
Please note: this is only relevant to your work if you are using 1.0.0.5 or prior, as the fix is included in the 1.0.0.6 build.
I had migrated it with a bit of errors. The good news is I am still laying the project out so its not to big of an issue to wait.
Would you recommend waiting for the launcher update and starting from there or trying to patch it manually?
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Originally posted by Mike Norton View PostGreat work man!
I had migrated it with a bit of errors. The good news is I am still laying the project out so its not to big of an issue to wait.
Would you recommend waiting for the launcher update and starting from there or trying to patch it manually?
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Originally posted by apoisonedgift View PostIf you can wait, it'll definitely be easier to just wait. There's a handful of other small bugfixes/neatening up in it as well. Keep in mind that, as mentioned in the post above, if you are using 4.15, I'd recommend waiting for the NEXT update sometime in the next week when I iron out all the bugs to do with packaging with nativised blueprints (unless that feature isn't important to you).
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Originally posted by Mike Norton View PostAwesome. . I will wait then. .
Epic have been really good with processing updates lately so hopefully it'll be available in the next day or two (they don't operate over weekends)
Originally posted by DualFuelStudios View PostLink to discord?
Dapper Raptor Discord Server
Look forward to seeing you there
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