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[QUOTE=simkas;50189518]Trying to make a fairly simple FPS using blueprints, just got done making all the weapon functionality I wanted working: [vid]https://my.mixtape.moe/gheyuv.webm[/vid] Obviously the spread of the gunshots when moving and stuff like that is weird but I'v...
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[video=youtube;c7HMHsSdgLk]http://www.youtube.com/watch?v=c7HMHsSdgLk[/video] testing some new mechanics
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[QUOTE=NitronikALT;50145904]why is doing anything ever in UE4 such a pain[/QUOTE] seriously? did you ever use source. to import a simple model you needed to write a qc file
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Can anyone recommend alternative places to get assets for npcs? UE4 marketplace is a bit lacking, turbosquid generally expensive. I suppose I could grab some unity assets which have .fbx files.
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[QUOTE=dai;50115675]experienced fatal errors: -holding mosin nagant, stood in anomaly, walked backward toward the chest, crash. couldn't reproduce -spawned humans vs zombies four times on top of each other, zombies made it into the human crowd and blip also human enemy is...
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[url]http://jleabaran.xyz/lurker/builds/LURKER_March_2016.7z[/url] download and test me game lads there's a few fatal errors so be careful!
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[QUOTE=NitronikALT;49479226]Truly next gen Speaking of animations, I always hate how when a player is killed they just turns into a lifeless ragdoll I want to experiment with death animations. Basically play an animation on death and then phase into a ragdoll state, like...
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tanks and some explosion fx i've made [video=youtube;fNYrCRuO_dM]http://www.youtube.com/watch?v=fNYrCRuO_dM[/video] [vid]http://puu.sh/mndKB/4c7c2c2ce4.webm[/vid]
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[video=youtube;QQwMqcWU6dY]http://www.youtube.com/watch?v=QQwMqcWU6dY[/video]
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Are those individual particles or planes with scrolling texture?
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[IMG]http://puu.sh/l7uKE/349c921d81.jpg[/IMG] spooky driving simulator
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whiteboxing with Supergrid, much quicker than using the brush tools [IMG]http://puu.sh/kRMvE/0e7932248c.jpg[/IMG]
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[QUOTE=a wet towel;48878045]I think the stiffness is down to my still not quite there animations skills. As we add more weapons I should hopefully get better and then I'll probably go back and redo the current ones.[/QUOTE] Really good progress, looks like the most complete ...
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wew finally some combat [video=youtube;c1C_Jq3a7ow]https://www.youtube.com/watch?v=c1C_Jq3a7ow[/video]
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Added dynamic name generation + a messaging system. Whenever one of the AI agents does something significant it has a chance of spawning a message. [IMG]http://puu.sh/kd54W/98bd360446.jpg[/IMG] These are all dynamic and setup with variables like so... [IMG]http://puu.sh/k...
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[QUOTE=dai;48677466]strictly view related. My project spans ~5-6 sq km and you're supposed to be using an oculus for a huge aerial view but at a proper height for the view, you very distinctly see the squared off edge of the world[/QUOTE] you need to make a mesh of the mou...
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That looks very realistic ^^ Video of the system I posted on the previous page if anyones interested. [video=youtube;XwCO3YP5h2k]http://www.youtube.com/watch?v=XwCO3YP5h2k[/video]
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[QUOTE=werewolf0020;48649943][video]https://youtu.be/Egz-DtSPipU[/video] I made a thing for a client... This is easly the LONGEST piece of work i have ever done, not becouse of the features but becouse holy shit the animation packs on the marketplace are 50/50, some are com...
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Reading some Roadside Picnic [IMG_thumb]http://puu.sh/k3OSJ/348427630d.jpg[/IMG_thumb]
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Thanks! It's entirely dynamic - they will search for nearby areas of interest and once there, go looking for the providers themselves. Their needs go down over time and compared against an individual curve. So if their sleep need is high they prioritize it over food, but won't...
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Been slowly finishing up my A-Life system, which is based off STALKER's NPC's will visit areas of the map and then scavenge around there for about a day, fulfilling their needs as required (sleeping, eating food, finding stuff to sell, heading back to traders to sell). [...
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Cities Skylines has a similar system. When a citizen makes enough money they move to a better area they can afford, if there's no other houses then they stay in their low income housing and get more annoyed than low-income citizens. Maybe you can have it if a wealthy citizen ...
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[vid]http://puu.sh/jOKAX/08d7374ae1.webm[/vid]
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[video=youtube;pTcqDwqeAKE]http://www.youtube.com/watch?v=pTcqDwqeAKE[/video]
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[QUOTE=dai;48232816]if anybody's up for it, I'm willing to pay up for some aid in making some interactivity functions in an oculus-oriented scene I've got a huge scene with a bunch of tables. Client (suddenly) wants to be able to do two things: swap the overall layout of th...
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[QUOTE=hippowombat;48154288]Was this done in C++ or blueprints? Inventory system is on my to do list but I've next to no programming experience.[/QUOTE] Inventories are really simple, literally just an array of objects so you could easily do it in blueprints. The UI is the h...
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That really reminds me of SMOD
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Done. Not sure what else I can add, I've added some cluster identification so I'll place some big smoke particles there so it looks like a true wildfire. [video=youtube;Bq3O8g1dXU8]http://www.youtube.com/watch?v=Bq3O8g1dXU8[/video]
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[video=youtube;2L0rUro51Ms]http://www.youtube.com/watch?v=2L0rUro51Ms[/video] Started work on a dynamic fire system, theres a few of these already out. [url]http://jflevesque.com/tutorials/[/url] Theory behind it if anyones interested
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[video=youtube;max0wR7cmA4]https://www.youtube.com/watch?v=max0wR7cmA4[/video] we mongol now
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[QUOTE=secundus;47978142]Seems like Unreal 4.8 changes Epic Skeleton template, I don't think it is mentioned anywhere in release notes or announcement: [img]https://dl.dropboxusercontent.com/u/7422512/Unreal/proportions.png[/img] If anyone intends to update to 4.8 just to ...
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My game running on WebGL and built in UE4 is here!Please try it out.[B] UPDATED: [/B][url]http://jleabaran.com[/url]
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[QUOTE=Capsup;47929671]This looks really great. If you don't mind me asking, would it be possible to get a copy of the project? Eventually without all of the animations as I don't imagine them being allowed to be shared? It's just, I learn the best from looking at real example...
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This is without a doubt the best thing for me [IMG]https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2015/4_8/image_15.gif[/IMG]
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bought that sword anim pack, threw this together today [video=youtube;wEBhRRHsKjA]http://www.youtube.com/watch?v=wEBhRRHsKjA[/video]
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Is that over the network? I had an issue where stuff attached would work fine on the client but didn't show up on the server. For what its worth, I use this to attach weapons and have no issues with it - looks to be identical to your BP setup. [CODE] //Attach the weapon to th...
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[video=youtube;ACw3tOqGWsQ]http://www.youtube.com/watch?v=ACw3tOqGWsQ[/video] Dev textures is soo nice to work with
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[QUOTE=Smallheart;47424287]Can I ask for more input from you guys? I've been playing with first person immersion, and added camera bob when running, as well as a slight sway when the player is idle. Is it too much? Too little? Not even necessary/overall annoying? Please let me...
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With lights, I believe you don't set visibility, try setting intensity instead. And finally, make sure the light is set to dynamic not static, otherwise it will bake into the lightmap.
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[QUOTE=a wet towel;47367285]BLISTER, a set in England, SWAT/Rainbow Six like first person shooter where all the terrorists are cockneys me and my brother are making. You can see some slightly old gameplay in the shitty old map here. I post updates here every now and then :) [...
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[video=youtube;xNoKffVZvbc]http://www.youtube.com/watch?v=xNoKffVZvbc[/video]
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[video=youtube;qpgrsihNaI8]http://www.youtube.com/watch?v=qpgrsihNaI8[/video]
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Set the max speed on the character movement, dont scale the input.
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[QUOTE=jrj996;46853534]I plan on picking up UE and working with it soon but my only concern is with blueprint. Is it completely realistic to create something from the ground up with blueprint? I know nothing of Cpp's syntax so if I were to use UE I'm assuming it'd be more logi...
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I've been working on this loot system for the past 3-4 weeks. Holy crap was it difficult - it was nested loops with a huge amount of UI work (dragging, dropping, setting up slots + populating them from arrays, multiple containers on one screen with scaling). But its done! Now...
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Isn't that because you're assigning a pointer to an non-pointer. edit: nvm
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[QUOTE=Mesothere;46760155]I'm having a lot of difficulty finding animation resources that don't have the "arms holding a rifle" pose. I have the small mixamo set on the UE4 market, but does anyone know of any more?[/QUOTE] [url]http://www.kubold.com/?page_id=370[/url]
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^ There are some really good animation packs on the UE4 store atm, Moveset Pro and Rifle animset Pro, I think they have prone ones you could use.
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Yeah the HTML5 export is pretty poorly documented at the moment, I can't even find an example of a 3D game yet.
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I made a dialogue system for my game. It uses blueprints for the flowcharty stuff, UMG for the display and I set up all the internal logic in C++. It's setup like this, all you have to do is plug in your responses/text/audio and you can link each response to an event. So it c...
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UMG is so damn nice, I don't think I've ever enjoyed doing GUI work until now.
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[QUOTE=a wet towel;46563881]Paper hype [video=youtube;I_ubr_9zJ3s]http://www.youtube.com/watch?v=RsCyKgTpfRM&feature=youtu.be[/video][/QUOTE] FEAR had the exact same effect. [video=youtube;yy5h-dMB0UU]http://www.youtube.com/watch?v=yy5h-dMB0UU[/video] this didn't take very...
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I always found running a blog a real pain, so I just upload videos to youtube + post the links in various threads. These are all gamedev related concepts/wip (torque3d + UE4) [url]https://www.youtube.com/user/akfuttyseben/[/url]
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[video=youtube;9O7Cliib4_4]http://www.youtube.com/watch?v=9O7Cliib4_4[/video] kind of boring stuff, but I added impact FX to ragdolls when they hit stuff now. sorely needed imo, I don't think source has this ( I could be wrong)
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[video] [url]http://www.youtube.com/watch?v=yBitygFQ7Gg[/url][/video]
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[QUOTE=werewolf0020;46492526]Holy shit JLea damm nice work with that AI so its just C++ Code or a plain pawnsensingcomponent?[/QUOTE] All the PawnSensingComponent does is detect sounds and enemies, I had to setup the logic for what to do with this information (is he friend...
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[QUOTE=Fourier;46489719]They act quite good. What is this done with?[/QUOTE] The animations are from the free pack on the store, I actually opted out from using behavior trees since I think it's more effort than it's worth (setting up variables, synching them between C+...
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[video=youtube;rreBbG1yHd8]http://www.youtube.com/watch?v=rreBbG1yHd8[/video] this is what i've been working on for a few weeks. its hard to show AI off in a video since it's dynamic and everytime is different but I Think i got the gist of it down.
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[QUOTE=SteveUK;46311421]Which mesh is driving the animation? The weapon mesh?[/QUOTE] Yep. Works just like Source.
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I've done it. [CODE] //Attach this weapon to the character mesh void AHighwayCharacter::AttachWeaponToMesh(AWeapon* weapon) { if (!weapon->Mesh3P) return; //Disable collision weapon->SetActorEnableCollision(false); weapon->Mesh3P->SetSimulatePhysics(fa...
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It's so hard to prototype levels with brushes @_@
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[video=youtube;TWaIOgx0XS4]http://www.youtube.com/watch?v=TWaIOgx0XS4[/video]
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Yeah, on that note does anyone know what's up with PlayerCameraManager. I'm using a thirdperson/firstperson switch by using 2 cameras and then setting them enabled/disabled manually, but apparently that's not correct?
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Is there still that bug with behavior trees where the AI won't "cancel" their current move destination task even if the conditions change. So they have to walk to their destination before they'll do anything new. [video=youtube;_9orCFbrr4o]http://www.youtube.com/watch?v=_9orC...
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Yeah a guy suggested holding R to toss your current magazine so I'll probably do that.
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I've been working on a magazine reload system for Ivan's Secrets [video=youtube;0ZJz1wqb-Iw]http://www.youtube.com/watch?v=0ZJz1wqb-Iw[/video] Each magazine is stored in your inventory as a seperate item, and contains its own bullet count and ammo type (damage, weight et...
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That's not an error, it's just the skill.cfg trying to set console values when they don't exist. Nothing to worry about.
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Thanks! No it's definitely not Source. Moved to CryEngine a while back, nice to use modern tools for once :/ [QUOTE=Dr Magnusson;39104499]I'm not sure whether you're aiming for realism or not, but you really can't tell how many rounds are left in a magazine from looking down ...
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Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [vi...
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Well no, because the final angle offset should range from - (on the left) to positive (on the right). Unless I need to use a dot product? [editline]8th May 2012[/editline] Oh yeah, I just needed to use a dot product to see where I was facing and then multiply the final resul...
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I'm trying to get the angle between 2 lines. So usually I'd go result = secondAngle - firstAngle; However if the second angle is negative, and the first is positive, I get the wrong answer. Eg. -3-5 = -8. In my program it should be 2. [URL]http://blog.lexique-du-net.com/ind...
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I asked (and accomplished) this before, but I'm going to redo it on a larger scale. What's the best way to do a stats system for a video game, that can be read from a browser. I figure use libcurl to send information from the dll's to a php form. That form will submit and ent...
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[media]http://www.youtube.com/watch?v=X6OwBWkmspc[/media] [img]http://i.somethingawful.com/forumsystem/emoticons/emot-shepface.gif[/img]
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Valve's incredible toolset delivers, yet again.
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Does anyone know of any good UI design tutorials/articles?
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[url]http://ivans-secrets.com/[/url] i make a mod website for the 5th time
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