@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
@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
@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
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?
@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.
@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!
