Notifications
Clear all

[Sticky] Support – Classic Survival Horror Framework

234 Posts
15 Users
74 Reactions
22.9 K Views
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

@hosna You guys are absolute super.  Thanks



   
Hosna and Farshad reacted
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

Posted by: @the-javawockee

Hey it’s me again, just a quick one, is it possible and also how to do this, create a child bp of the camera, attach to a spline and have cameras follow the player along a path, like from dino crisis . Not just fixed camera and follow player but have the camera move like when walking through a corridor or having an enemy chase you. This would be awesome .

would you also like to have a cheeky look at my passion project using the classic survival framework? 
here is why I have so far.

its all for learning purposes as I’m a total beginner at this .

its so fun just adding the cameras into the map 

https://youtu.be/oovxQ9aBwoU?si=KgDp9qFmT-qqf49f


Hey, it’s great to see you again 🙂

I just watched your project, and honestly, this is a really strong start.

Things I genuinely liked:

- The atmosphere really stood out to me. It actually gave me vibes of Alone in the Dark The New Nightmare, I have a lot of nostalgia for that game :))
- The footstep sounds are excellent. Seriously,  they’re working perfectly with your environment and atmosphere.
- The overall environmental sound still has room for improvement, but even at this stage, it’s already doing a good job.
- Your camera cuts and transitions are handled really well; that’s not easy to get right, and you did it properly.

Things that need improvement:

- Some environmental objects (like small rocks and props) shouldn’t have hard collision. right now the player can step on them that feels weird, you’ll want to clean that up.
- I see frame drops
- You could definitely improve the feel by replacing default animations (walk/run) with more unique ones.

Overall, though, for a first project, this is genuinely strong. Keep going, you're on the right track

About your question:

I quickly put together a prototype of what you’re describing, check it here.

This is just one of several ways(it is not with a spline path) to implement it, and what I made is a quick test. You’ll need to tweak it further to properly handle walking, running and different gameplay situations.

 


This post was modified 2 months ago 2 times by Hosna

   
Farshad and Ben4886 reacted
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

Is it possible you can some of the things from Modern Framework uin to Classic, like Bolt Cutting, Unlocking Lockers (guess same as safe), Lifts or Platforms, Moving a Box to stand on or fill a gap, moving a blocked cabinet (moving locker like in RE2RM), Spider and Snake Enemy 



   
ReplyQuote
Ben4886
(@ben4886)
Patreon Survivor Registered
Joined: 2 months ago
Posts: 46
 


This is just one of several ways(it is not with a spline path) to implement it, and what I made is a quick test. You’ll need to tweak it further to properly handle walking, running and different gameplay situations.

 

This is great. I had to connect the New Z location at the end for it to work properly on mine though

 



   
Hosna reacted
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

Is their anyay to revamp the way we interact with stairs is one of the worst parts of the framework, i can never get it to work easily even following the video



   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
Topic starter  

@mrksmt9 Hey Mark, could you explain a bit more about where and how you ran into the issue? I’ll do my best to help! About bringing some things from Modern to Classic, the frameworks are a bit different in structure and roadmap, but we’ll definitely think about it and see what can fit into Classic. Thanks for the suggestion



   
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

When I was doing the video up to entering Puzzle Master, I got this error after compiling that section



   
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

@farshad Ive kind of made both work, but feels really fiddly, most of your interctions have to be absolutlet dead on straight to pick or interact anything, rather than being a sphere that can be interacted on from any angle you what to pick that item or interact with the item, door, etc etc



   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
Topic starter  

Posted by: @mrksmt9

When I was doing the video up to entering Puzzle Master, I got this error after compiling that section

 Untitled.jpg

Please provide more details about the issue in the relevant topic, and we’ll be happy to assist you. For example, which video did you follow? Did you add the pack to Classic framework or to a normal Unreal Engine project?

Posted by: @mrksmt9

@farshad Ive kind of made both work, but feels really fiddly, most of your interctions have to be absolutlet dead on straight to pick or interact anything, rather than being a sphere that can be interacted on from any angle you what to pick that item or interact with the item, door, etc etc

If the issue is related to interacting with objects and items in the framework, there is an important point to consider. The goal is to prevent interaction when the character is facing away from an item or not directly focusing on it.

For this reason, we use a collision box called "FacingDetectionCollider", which determines whether the player is actually facing the item or platform. If they are, interaction is allowed; otherwise, it is blocked.

If you prefer a simpler interaction system where the player can interact in any situation, you can easily remove this part.


This post was modified 2 months ago by Farshad

   
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

I no longer have any errors but I cant interact with the puzzle?  Simply doesnt work, its all in and set up???



   
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

All sorted thank you all of you.



   
ReplyQuote
008ede132989872d8fd1c5cc3f9ef44d59d02e1a8953fee06993887484c95a3b?s=80&d=mm&r=g
(@the-javawockee)
Active Member
Joined: 3 months ago
Posts: 10
 

@hosna Hey another quick one, after testing the follow with player logic, which i know needs some tweaking but please forgive my lack of knowledge as i am still learning, i know what I want i jusst dont know how to implement it in logical terms within UE 

Im not wanting the camera to move on the X, Y axis only Z, also the camera will be in a different staring location, im looking at the blueprint and trying to figure it out but I just looking to have the camera move forward and backwards and not when the player is going left or right .

I dont know how to attach the video here so iv uploaded the clip as unlisted to show you what i mean if you can see the issue i am having.

This is based on the logic you showed me from your prototype.

If you could help me resolve this, that would be bloody awesome. 

https://youtu.be/_EnKm0rGkJg?si=1Jtr3BHrNso1MPDf&t=166

You can see the main issue at 2:46

Thank you for all your help so far. 🙂



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@the-javawockee Thanks for the question! You can try moving the camera a bit further back so when it switches, the character appears in front, not behind.

To stop the camera from moving when the player goes left and right, maybe you can lock the X or Y axis, depending on camera setup and position. What I showed was just a quick prototype, so there’s definitely room to improve the system with more testing and tweaking. You could also try other approaches, like using a spline, which can work well since you only want the camera to move forward and backward. 🙂


This post was modified 2 months ago by Hosna

   
ReplyQuote
008ede132989872d8fd1c5cc3f9ef44d59d02e1a8953fee06993887484c95a3b?s=80&d=mm&r=g
(@the-javawockee)
Active Member
Joined: 3 months ago
Posts: 10
 

@hosna as always I appreciate the time and effort you all make to respond to us with our questions.

hopefully I can fix this and will continue to experiment with it. When it does work though it looks so good.

ill be back with updates on my progress 



   
Hosna reacted
ReplyQuote
Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
Trusted Member
Joined: 2 months ago
Posts: 54
 

Sorry is their a way with doors to sporn the other side far away from the door, i need it moved to another section of the map, i moved the trigger but doesnt work?



   
ReplyQuote
Page 6 / 16
Share: