@ben4886 You can use the GetWeaponType function from AC_Interact and check whether the current Weapon Type is set to Unarmed. If it is, so can trigger your punch or kick animations.
For the actual hit detection, you can add Box Collisions to the character's hands or feet depending on your needs. During the appropriate part of the attack animation and Apply Damage.
I would also recommend enabling the collision only during the actual hit frames of the animation and disabling it afterward, rather than keeping it active all the time.
@mbthecomposer Are the Motion Warping setup and Contextual Animation configured correctly? If the Motion Warping Notify States and their values are set up properly, both characters should immediately rotate to face each other.
I haven’t tested this myself on the Classic Framework yet, but @ben4886 is the one who added this feature to CSHF. Ben, do you have any thoughts on this? Any idea why this might be happening to Michele?
@farshad @mbthecomposer Can you share a screenshot of how you have blueprint set up?
NavMesh Navigation with Mouse Point and Click for Character?
I currently own MSHF and not CSHF. I want to know if this is possible in CSHF:
I really liked République. I want to make a similar game where the female MC has to escape while being guided by us through Security cameras. You only view the world through cameras. So, the MC won't move through other inputs, only through Mouse point and clicks through Navmesh.
Is this doable? How hard is it?
@kosur It would be possible, but it would require changes to several different systems in CSHF. The entire locomotion system would need to be reworked for point-and-click NavMesh movement, and the camera system would also need significant changes.
Other systems, such as aiming/shooting at enemies and some interactions, would likely need to be adapted as well to work properly with this type of gameplay.
So, converting CSHF from its classic control style into a fully point-and-click experience is possible, but it would require a fair amount of customization across multiple systems rather than being a simple change.
Hi everyone!
We've identified and fixed an issue related to equipping and unequipping weapons across inventory slots.
The fix will be included in the upcoming Classic Survival Horror Framework v2.0.1 update, which is expected to be released very soon.
If you're currently using version 2.0.0, you can apply the fix manually by following the two screenshots provided in the documentation.
Once version 2.0.1 is released, no manual changes will be necessary.
Thank you all for your continued support!
Hi yall. Thanks for framework.
I need help to implement spline feature for camera. I tried old video from this topic but it's not working.
Also it will be great if you show how to implenet this feature without breaking follow feature.
@guser-a15ab61afc62460ade930c86e1e2d7c8 Hey, welcome to the community forum! We're happy to have you here 😊
We actually shared a video about this a while ago, as you mentioned! Could you let me know what exactly the issue was? Just to clarify, that video isn't an official tutorial. It's mainly intended to point you in the right direction, so you can explore and implement the feature in your own way based on your preferences.
In the future, we might create a dedicated tutorial for this feature... or perhaps even introduce this camera system as a built in feature in a future update if there's enough interest from the community!
Hey guys, is the Weapon_R socket common to both pistol and shotgun, and if so, where can this be edited?
I added a few models of handguns, and of course, there are problems with offset and the gun doesn't fit well in the hand.
@commancho I find it best to add new sockets, ideally one for each weapon. May be repetitive, but it is better to have each one aligned properly
@ben4886 Hi Ben, do you know in which blueprint can I add node that attaches weapon to the socket? I think it has to be attached uppon equipping, but I couldn't figure the right place.
