Secondary question, is it possible to reload while moving? I can't see anywhere in any of the WeaponMaster, Character or Inventory that means we have to stop moving to reload
@ben4886 For your first question about the sounds, if you want the most robust solution where the sounds react to different states and stop properly when the zombie dies, I'd recommend implementing a dedicated Sound Manager. You can write the audio-related functions there and keep all active zombie sounds in an array. Then, when a zombie dies, simply retrieve that array and fade out all of its sounds.
In CSHF V2, there's already a small utility function that fades out zombie sounds when the player moves between rooms. This prevents zombie sounds from the previous room continuing to play after the door transition. That could be a good pattern to follow when building a more complete Sound Manager.
As for your second question, yes, that's possible. Simply disable "Enable Root Motion" on the weapon reload animations, and make sure the reload montages are played on the "Upper Body" slot.
@farshad Thanks. I am away for a few days, so will give it a try when i get back
@commancho Mouse is not implemented by default in the framework. The UpdateAimOffset function in BP_PlayerCharacter class is where the look up/down behavior is implemented. You could try hooking your mouse input into that section and use it to drive the aim offset values. That should give you a good starting point for implementing mouse-controlled aiming.
I've tried it, but this function is a little unclear to me and while mouse was working, it was clunky and gun wasn't coming back to the neutral position. Another issue is that aiming uses the same input actions as move, which doesn't feel good. Honestly, its the only thing that is preventing me from working with this otherwise great template.
@commancho Mouse input is not supported by default in the framework. To achieve the behavior you're looking for, you'll need to make some changes to the locomotion system.
That function is normally connected to the movement system, because it is used for looking up and down with a keyboard or gamepad. If you want making it work with mouse, you may need modify it, or you can build an entirely new mouse movement system instead, More specifically, that function simply determines whether the look offset should be +90° when the player looks up or -90° when looking down. This works well for keyboard and gamepad input but for mouse input, an alternative approach may be a better fit.
If there's enough demand for this feature, we can look into implementing it as an optional mouse input feature in a future update. 🙂
Thanks for your message.
@Hosna Haha, yeah its not that easy as it seems. I see that the fuction calls to some read-only file - ALS? I think it I would be easier to me just to write a new controls, but then I'd probably have to scrap whole locomotion system and base it on blendspaces in AnimGraph, but its basicly rebuilding whole abp from scratch. Altough, I slowly convince myself to these retro controls though. I think Tormented Souls have similiar controls and its quite popular and fresh game. I think there are more fun features you could implement - like a weapon holsters sockets - similiar to MSHF, which looks awesome even with PSX shader 😀
@commancho Yes, that's correct.
hmm ... yeah, adding mouse support may require changing or rewriting parts of the movement logic, since the current movement system is designed to closely mimic the classic RE trilogy 😀 Also, your suggestion about adding a holster is interesting, I’ve added it to our list for review!
