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[Sticky] Support – Classic Survival Horror Framework

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Ben4886
(@ben4886)
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Joined: 6 months ago
Posts: 113
 

@farshad I've got 3 bites set up: standing front, standing back, and crawling back. The main issue with the standing bites was to make a check if we ar facing the zombie or away from it. That is easy enough, but you need to make comparative checks during each of the Contextual Anim Scene bidings for the 2 animations. The crawling zombie has been the hardest. As my animations are only for a bite attack from behind, currently i have the player auto rotating when we get too close to it, but i am unhappy with the auto rotate taking away player control, so i will get a front bite sorted at a later date. There are also a lot of bools that need to be in place in the Zombie master and your biting zombie. All together it took about 2 weeks to get them working. You also have to think of the hands on the zombie, as soon as they overlap with the player during the grapple animations, they will cause damage. So checks and timing have to be spot on if you want to disable and enable them

 



   
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Chris
(@chris)
Trusted Member
Joined: 4 months ago
Posts: 35
 

@ben4886 u really need to do a tutorial on it my biggest issue is visually i can follow along and get it to work but ive never been great at instructions lol like buying a new gaming chair for example the instructions dont do anything for me lol but let me watch someone do it and im good



   
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Ben4886
(@ben4886)
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Joined: 6 months ago
Posts: 113
 

@chris This is the tutorial i followed along with. It is very good, and will get you the first bite attack working. 

https://youtu.be/NoI3GyDvyKI?si=lbkC0sMSbpH7WRQT



   
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1dd9ad09b50e6a56a5b77c53f1aa4dd1
(@g-honorgames)
New Member
Joined: 3 days ago
Posts: 1
 

Hi! I have a question about the save system that I couldn’t find an answer to in the documentation.

How can I integrate a new actor into the save system? For example, I have an actor placed in the level that contains information about its current state, variables, and other data. How can I add this actor to the save system so that its state is saved and restored correctly?



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 7 months ago
Posts: 395
Topic starter  

@ben4886 Thanks for sharing, Ben! Hopefully this gives everyone a better idea of what’s involved 👍



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@g-honorgames Hey, Welcome to community forum 😊 

You can use the AC_SaveGame component together with BP_ClassicSaveGame. Whatever data you want to save, booleans, int, arrays, maps, etc. can be referenced in these two blueprints. Then you can simply use the SaveData and LoadData functions in AC_SaveGame to save and load that data. You can also check the other samples inside these functions and follow the same pattern.

In your actor, you can then apply the loaded data when the game starts. For example, take a look at BP_OilBarrel ... at Begin Play, it uses CheckBarrelAvailability to check whether the barrel was previously destroyed. If it was, the actor is destroyed again so it doesn't remain in the level.



   
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Ben4886
(@ben4886)
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Joined: 6 months ago
Posts: 113
 

@farshad I'm not gonna lie, it is difficult. It took a few weeks of playing around to get it to work, so i dont think i would be able to do a tutorial on it as i have forgotten what order i did things. But if anyone has questions, i'll try my best to answer



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 7 months ago
Posts: 395
Topic starter  

@ben4886 I understand! Yeah, even just giving some guidance and pointing people in the right direction is really helpful. Thanks as always for helping out the community!



   
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