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[Sticky] Support – Modern Survival Horror Framework

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Farshad
(@farshad)
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Joined: 5 months ago
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@herrstickman Yes, I think this will work well, and it would be better to handle the initialization inside the AIController so the overall design stays consistent 👍



   
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Hosna
(@hosna)
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Joined: 5 months ago
Posts: 287
 

@calo I’ve tested these changes, and the zombie is now much more aggressive and they vomit frequently 😀 

Please test it, and if you feel it’s too aggressive, you can increase the random max value from 1 to something higher. Just note that I removed a few pins from the AND node entirely.



   
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(@gamestart)
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@hosna

I found the issue. Thank you very much! I've already made the necessary adjustments.

Problem solved.

I'd also like to leave some feedback.

I have a suggestion regarding modularity. Since the flashlight is attached to the character's body, I think it would be better if it were included directly within the character Blueprint, with its own customization options.

This would make it much clearer for other users to customize it while also following the standard Unreal Engine workflow. Currently, your project handles this through code connections instead.

That said, I completely understand why the flashlight's rotation and position adjustments are currently handled through the mesh. I believe this approach is probably safer, helping to avoid future bugs during development, both on your side and for users integrating the asset into their own projects.

I would also recommend adding some basic flashlight features, such as atmospheric lighting effects. (Perhaps these are already being implemented, since I haven't noticed any visible difference when changing some of the current settings.)

At the moment, it is a little inconvenient to constantly adjust the flashlight from within the Blueprint until it reaches the desired position, especially since it is attached directly to the character.

I hope this suggestion is helpful.

Thank you!



   
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(@herrstickman)
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@farshad

Ui ui ui, it was really a lot energy, also I needed to change my first plan, because of effiency because I understood your framework a little more :D, thx by the way, I learned a lot MORE that I could chew, I wanted to give up... but then I grinded and didnt gave up....I say it a second or third time, I didnt count, your framwork is a masterpiece! What I have seen so far, absolute perfectly adaptable, I dont wear a hat, but if I would do and you would stand infront of me, I would take off my hat 😉  Because, in the end it was actually really easy to implement everything, far more then I could think in the first place, but again, my game is not finished yet.
It works 100% as I want it !!! Only because of this architecture of this framework, AMAZING WORK !!!!!  

Hp and damage system works perfectly, Keep, enemies, player each works like I wanted.

Enemy starts like I want and attack player perfect randomly like I want it, thx for your amazing framework!

Next setup will be the turret items, I think in the end we will meet again and write books 😀



   
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Farshad
(@farshad)
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Joined: 5 months ago
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@herrstickman I'm really glad to hear everything is working exactly as you wanted. Great job pushing through and making it work 👍 looking forward to seeing your more progress! 😀 Also, Great to see you're getting more familiar with the framework! More optimizations and polishing are coming, along with new features!



   
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 CaLo
(@calo)
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Posts: 62
 

@hosna thanks for the help, another question, i have a music system that change the music when in combat, but once the enemie is dead the combat music doesn´t stop playing (before update 0.4 everything worked correctly). I am using 2 variables from the Ac_AIBehavior (Died and In Attack Mode or Sensed Actor). I also notice that the debug message from the IA still shows activity when the enemy is dead (roaming, see player, etc), could that be a bug that is caussing the problem?



   
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Hosna
(@hosna)
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Posts: 287
 

@calo When the zombie dies, both sight and hearing should stop working, and no debug messages should be triggered... when you use the Died variable, is it possibly still false for that zombie even after death? you can check with print string and share the result, also did you change/add any behavior in this section?



   
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Hosna
(@hosna)
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@gamestart Glad you figured it out!

And thanks for your suggestion as well. We're currently taking a closer look at this to decide how the flashlight socket and mesh should behave in updates 0.5 and 0.6. The idea you mentioned is actually very good... we will share more details about this soon.

Thanks again for your valuable feedback and suggestion 😊 


This post was modified 1 week ago by Hosna

   
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(@herrstickman)
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@farshad ....one thing is missing though. . . its because I dont know BT very well.
The enemies should act upon the random bool with weight node, if they see the player.
Right now this condition gets checked befor hitting the actor, the enemy chooses between player or keep.
How would you do it?



   
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 CaLo
(@calo)
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@hosna, No i didn´t change anything to the behavior, i recorded a small clip where you can see ¨roaming¨ and ¨see player¨ message been displayed after the enemy is dead.

Is the place where i put the print string correct?, if so, it shows ¨is dead¨ after the enemy died. (i put the print string after i recorded the video)

https://youtu.be/jgTFg7A5vyU

 

Another question, is it posible to make the character not been able to jump and keep the vaulting system?


This post was modified 1 week ago by CaLo

   
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(@gamestart)
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@hosna Hi, how are you?

I made the changes here... and nothing changed... Actually, within the child blueprint, if I go in to make changes, it goes to the parent blueprint of the drawer... and even after changing it in the parent drawer, it remains the same. Also, it started refusing to open anymore; after many clicks it finally opened... and it opened exactly as it was before, it didn't open with the changes.

(image) I followed this path, is this the correct one? (I made several changes, the image shows one of them, and even then nothing changed).

And in the parent class, only the position of the rotary unit changes; the position of the drawers remains central.

I would like to suggest creating a blueprint for the drawer in isolation, since the drawer is attached to the drawer. The drawer works on the axis of the table. I say this because the animation is only on the drawer and not on the table.

It is very complicated to scale the drawers and the animation of the drawers, or any integration with them, because they are inside a blueprint of the table. (If I duplicate about 20 tables now, I would have to work on all of them, instead of working only on the drawer, which is the only object to receive animation and interaction.)
The same system is in the cabinet.
(And I would like to suggest leaving the work of the drawers' position in the animation out of the code (because with them it is different from the doors, where some problems are solved with a Pivot adjustment))

For example: imagine if the doors came with a wall, they would work on the axis of the wall, making it much more difficult for someone to work in a scalable way.

 

Note: I'm using first-person mode.


This post was modified 1 week ago by gamestart

   
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(@jsanzs)
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Joined: 4 weeks ago
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Hi team,

I'm currently setting up my safe room and I would like to place the "Bolt Cutters" inside the BP_StorageBox so the player finds them there when opening it for the first time.

I can see the default items (Green Herb and Handgun Ammo) when I interact with the box in-game, but I can't find the array or variable to customize this starting inventory anywhere. I've thoroughly checked the Details panel in the level, the Class Defaults inside the Blueprint, and the components, but the starting items list seems to be completely hidden.

Could you please point me in the right direction? Where can I customize the default starting items for the storage box? Is it managed locally per box, or globally (like in a Player Component, Save system, or GameInstance)?

Thanks in advance for your help!



   
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Farshad
(@farshad)
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Joined: 5 months ago
Posts: 300
Topic starter  

@jsanzs To modify the default items inside the Storage Box, simply open the "AC_Inventory" component and edit the StorageBoxItems array there, Please be sure when editing items, the IsFull boolean is checked. Also, assign a unique ID to each item.

 


   
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Farshad
(@farshad)
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Joined: 5 months ago
Posts: 300
Topic starter  

@herrstickman when and where do you use random selection?

You could use a variable that first checks whether the zombie has seen the player or not. For example, in the framework, we have variables like "SensedType" in AC_AIBehavior or "Sensed" in the controller.

I don’t know exactly how you implemented the logic sofar, but if it were me, I would first check if the zombie has actually seen the player, and only if it has, then I would let it make the random decision. 


This post was modified 1 week ago by Farshad

   
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 CaLo
(@calo)
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Hello, how can i get that number (1) on the screen not show up when i pick an item/document?

The red box where the text is display some times is to small (spanish words have to many letters T_T)  and one last question, i can´t get the scroll box in the documents menu working with a controller, works great with a mouse. Thanks!

Edit; i lied, one more question, how can i change the name of the character that appears on the save menu (James)?


This post was modified 1 week ago by CaLo

   
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