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  • #91
    How do I make the nameplate show up behind 3d objects instead of being visible through everything?

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    • #92
      Originally posted by IceDealer View Post
      Hi! Awesome package your have here, very clean and understandable. I managed to implement the features into my project, however, is there a way so I can use the Steam Player Name instead of the Data-Table names Pirate, Ninja etc. ? How would I implement that ? Thanks in advance!
      As mentioned in the reply above please look inside the GameState class as that's where the Demo Data is loaded from the DataTable. You will want to load your data from a savefile/database so that you can write and save to it. Then it should just be as simple as getting the Steam Name and setting that as the player name when you create a new character. You'll probably also want to save and use the STEAM USER ID in order to load the correct player. If you look in the PlayerController you will see a function called LoadPlayerInfo() where it loads the players data from the Players Array in the GameState based on an ID.

      In the Demo DataTable the ID's are 1, 2, 3, etc. So the demo just loads the next player that's not loaded yet when you open a new client. You will want to change this to load the player based on the steam id.

      I would recommend using the Advanced Sessions Plugin as it will help you by giving you some new Blueprint nodes to make getting information from the steam online subsystem a bit easier.



      Originally posted by Mozzy306 View Post
      How do I make the nameplate show up behind 3d objects instead of being visible through everything?
      It's just a 3D Widget in unreal, so you would want to set it's Space property to World instead of Screen for how the 3D Widget component renders the UMG Widget in game.
      The 3D Widget is attached as a component inside the SocialCharacter Class.

      There should be lots of info around online on working with 3D Widgets available with all the VR work that has been done with unreal lately.
      Last edited by Pirate; 01-28-2017, 04:25 AM.
      \\VANGUARD INTERACTIVE

      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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      • #93
        Originally posted by sneurlax
        Hi, I'm trying to integrate A.S.S. with ARPGIS (using the ARPGIS project as a base)

        Please do not share the files publicly. this will allow anyone to download the assets illegally and for free.
        \\VANGUARD INTERACTIVE

        Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
        Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
        Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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        • #94
          The Advanced Social System is compatible with Unreal Engine 4.15.
          Please feel free to update your projects from earlier versions without worries
          \\VANGUARD INTERACTIVE

          Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
          Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
          Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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          • #95
            We've finally gotten around to re-integrating the AdvSocSys with our project and actually have managed to get it working this time.

            We require significant modifications, however, and are certain that we are going to smash it beyond repair.

            WIP Thread

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            • #96
              In which part of the code is the partyframe populated? (shown on screen?)

              WIP Thread

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              • #97
                Originally posted by Rhynedahll View Post
                In which part of the code is the partyframe populated? (shown on screen?)
                In the SocialSystemComponent you can see the logic calls the client event Client_UpdatePartyFrames when a new party member is added to the party on the server. This event is what runs on the client and refreshes the Party Unit frames on the clients UI.

                The HUDLayout contains a grid to hold the Party Widgets but the widgets themselves don't get added until the Client_UpdatePartyFrames is called when you join a party of changes are made to the party.


                If you are ever stuck finding how something works the best way to see the flow of logic is to take a quick look at the SocialSystemComponent. Everything is named cleanly and descriptively so the functions themselves are very easy to follow and see what the logic is doing.
                (Incase it takes as bit to get a reply from me )
                \\VANGUARD INTERACTIVE

                Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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                • #98
                  Hello All,

                  Just wanted to let you know the price for the Advanced Social System has been lowered by $10 permanently.
                  It's a great modular system and easy to expand the commands and communications features if you want to create a more advanced online game.

                  The Advanced Social System will not be going on sale anytime in the near future.
                  Last edited by Pirate; 04-11-2017, 03:03 AM.
                  \\VANGUARD INTERACTIVE

                  Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                  Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                  Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                  Comment


                  • #99
                    Hi, I got Advanced Social System and i have VPS, please send link to any video tutorial how to set Advanced Social System on Server or if thear is no any video can you record short video how to set Advanced Social System in VPS or Dedicated Server.
                    It will help to many clients and you will make more sales. Thx

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                    • The Advanced Social System is compatible with the 4.16 update
                      \\VANGUARD INTERACTIVE

                      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                      Comment


                      • [MENTION=39476]Pirate[/MENTION]

                        Running a TPS and i had the camera locked to the mouse. After migration was done, now i have to hold right mouse click to move the players camera around. I tried to find whats causing this, and, i narrowed it down to the player controller, but, i cant find what in there to unhook or disable to gain my mouse back the way i had it.

                        Essentially, i would love to have it locked up so the mouse always moves around the camera/player rot. Pressing "/" or "enter" would then show mouse and also activate the curser in the chat window ... pretty much same functionality as default, minus the right-click to move camera.
                        Founder and CEO of Angry Penguin Studio, LLC
                        Dallas, TX USA
                        https://www.facebook.com/AngryPenguinStudios

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                        • Originally posted by Pirate View Post

                          As mentioned in the reply above please look inside the GameState class as that's where the Demo Data is loaded from the DataTable. You will want to load your data from a savefile/database so that you can write and save to it. Then it should just be as simple as getting the Steam Name and setting that as the player name when you create a new character. You'll probably also want to save and use the STEAM USER ID in order to load the correct player. If you look in the PlayerController you will see a function called LoadPlayerInfo() where it loads the players data from the Players Array in the GameState based on an ID.

                          In the Demo DataTable the ID's are 1, 2, 3, etc. So the demo just loads the next player that's not loaded yet when you open a new client. You will want to change this to load the player based on the steam id.

                          I would recommend using the Advanced Sessions Plugin as it will help you by giving you some new Blueprint nodes to make getting information from the steam online subsystem a bit easier.




                          It's just a 3D Widget in unreal, so you would want to set it's Space property to World instead of Screen for how the 3D Widget component renders the UMG Widget in game.
                          The 3D Widget is attached as a component inside the SocialCharacter Class.

                          There should be lots of info around online on working with 3D Widgets available with all the VR work that has been done with unreal lately.





                          so How Do i Set it to use Steam Name i can get it so it shows Steam Name on the Hud for them self but in chat and everything els it wants to use the DataTable.

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                          • Anyone able to get this and Custom Character Designer merged having issues.

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