Sorry I meant in your horror template, not in my other project. Should've specified that. But it's all good. I'll keep at it on my own then. Thanks for your consideration.
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stevil935
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Would you have any thoughts on how to implement a "run away" system for the enemy instead of a death system (or as an optional choice)? I tried changing the death code so the state enum gets set to 'fleeing' and pointOfInterest to a random spot. Then I modified the behavior tree to add a sequence checking if 'state' equals 'fleeing' and if 'killHiddenPlayer' is set; if so, it does a MoveTo pointOfInterest and waits. But it鈥檚 ignoring the state. Any ideas would be great! If you want, I can send my project for a small fee to fix it, and you鈥檇 have code to add a 'fleeing' state to your template for others. Just a thought. If you can鈥檛 help, no worries—thanks for all your help so far.
Got ya. I'll have to play around with the different ones.
Hey quick question; is the gun supposed to scare the enemy away or hurt them or something? Hopefully I didn't break something, but I've been trying to shoot at the enemy only to see that the bullets don't even seem to be spawning. Wasn't sure if that was by design. Doesn't seem like the enemy reacts to getting shot either.
No worries. The settings panel thing sounded like it may be important so I just figured I'd ask. I ended up adding a savestate system for object positions as well as a grab/throw system for objects. I was able to mostly get it working in the new version, but for some reason my savestate system isn't working right now. It's alright though, perhaps I'll just revert to the previous version then.
Thank you.
Oh Awesome. Very cool. Checking it out now. I see the new animations look great. Though I'm unable to see the AI animation on the demomap for some weird reason, only on the TestAI map. Not that it really matters.
Otherwise I'm diggin the changes. Gonna see if I can add in the savestate system, along with boxstacking and maybe vertex snapping or something. Think this template's gonna make for some dope games.
EDIT: Got the boxstacking added. Actually; would you wanna use the code I'm using for that? I think it'd be a great addition to your template. If I can figure out the savestates you're welcome to that as well.
Totally understandable. Honestly I would just like to see a UE4 template version of something like Splinter Cell Conviction's mechanics, AI, and Deniable Ops mode done by someone who knows what they're doing. There's currently nothing like that on the marketplace and I think that's a shame. I'm working on a similar game myself and just getting the AI to behave correctly has been a struggle that's set me back an entire year now. If you ever wanted to do a different kind of template and would have an interest in something Splinter Cell-y - I might be interested in sharing the mechanics I've created so far. I have coded a completely custom cover system code that I could share along with a handful of other systems.
As for the horror template - I love how close it is to Stay Out Of the House. Very cool so far. As for improvements; I see the template allows for picking up the axe, but there doesn't appear to be a way to swing it? Also, it doesn't appear as though your AI listens for footsteps which I think would be a really smart thing to add in. And I haven't looked over the code yet, but if you don't have save states set up for things like unlocked doors, object placement, etc. that would also be a good inclusion. I also wouldn't mind seeing the enemy attack replaced with an actual animation instead of just a photo.