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[Sticky] Support – Modern Survival Horror Framework

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Hosna
(@hosna)
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Joined: 5 months ago
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@rozhkovskyproduction Well, the cause of the issue is clear now. When you download a specific version, you need to open it with that exact same version of Unreal Engine. 🙂 Some times the launcher doesn’t suggest the correct version. You should close and reopen the launcher, then select the desired version. After that, make sure you open the project with that exact same Unreal Engine version.



   
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(@rozhkovskyproduction)
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@hosna yes, it really worked. I think it's still useful information if someone else encounters it)



   
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Farshad
(@farshad)
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Topic starter  

@herrstickman Yes, I added only one row to the enum and used it, and the decision is only evaluated when the enemy has already detected and become aware of the player. The weighted boolean is only during the awareness state to choose between following and attacking the player or moving to base. I did not test it extensively to see exactly what happens each time the TurnToPlayer event is triggered. However, if the decision keeps changing frequently, then additional logic would definitely be needed there.

Anyway, since the system you're trying to build is different from the default zombie behavior in the framework, as you said, it might indeed be useful to create a completely new AI class with a TD system 😀 . This would give you full control, and you can keep the existing zombie AI as it is, and implement a separate behavior tree for the new zombie type with its own logic and behavior flow.


This post was modified 6 days ago 3 times by Farshad

   
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 CaLo
(@calo)
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Where can i set the health threshold when the injured animation is trigger? i tried the feeling injured function in AC health, but it did nothing.

By the way, you guys are doing an amazing job with this framework, with every update is getting even better, many thanks for your hard work!



   
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KrazyKrackA
(@krazykracka)
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Joined: 1 week ago
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Hi i was wondering what skeleton i should use for the grab and bite victim animations from RamsterZ zombie animations pack? I watched the video and did everything how you did it but I'm pretty sure i need to re target or change the skeleton of the victim animations from the pack.



   
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Farshad
(@farshad)
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@krazykracka Hey, welcome to the forum!

If you're using the framework's default player character (the UE5 character), you'll need the Victim animations to be on the UE5 Skeleton. Simply retarget your Victim animations to the UE5 Skeleton, then enable Root Motion on those animations before using them.

After that, they should work correctly, just like in the tutorial video. If you have any questions, feel free to ask. I would be happy to answer 👍 



   
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Hosna
(@hosna)
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Posted by: @calo

@hosna thank you! Can't wait to try the update!, and about the vaulting system question? I don't like the player been able to jump everywhere.

Well, that's really a matter of design preference.

You can easily restrict it. For example, similar to Silent Hill 2 Remake ... you could keep vaulting disabled by default and only enable it in specific situations... such as when the player approaches a window from the outside. At that point, you could display a UI prompt informing the player that vaulting is available 

Posted by: @calo

Where can i set the health threshold when the injured animation is trigger? i tried the feeling injured function in AC health, but it did nothing.

By the way, you guys are doing an amazing job with this framework, with every update is getting even better, many thanks for your hard work!

That part is going to receive a small change in that function, but currently, you can easily change it here.

 


This post was modified 5 days ago 2 times by Hosna
This post was modified 5 days ago by Farshad

   
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 CaLo
(@calo)
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@hosna is it not how the vaulting system works now? you place the BP_LevelBlock_Traversable and only in that place you can vault?, by jumping everywhere i mean pressing the jump button and the character jump.

I find a bug with the inventory (with a gamepad), if you have an item that takes 2 slots, the cursor still goes through each individual slots.



   
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(@jsanzs)
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Hi, beginner question here: I am looking to implement a level transition (loading a new map) when the player opens a specific door.

I have thoroughly reviewed the BP_Door_Double and BP_Door_Single logic, as well as the OpenExtra function, noting that the system is built around physics-based interaction. My goal is to add level loading functionality without breaking the framework's core modular architecture or interfering with the existing Save/Load systems.

Could you please advise on the recommended architectural approach for this? Should I extend the BP_Door class with a custom variable, or is there a specific, preferred way to handle level streaming/loading within your framework's event flow?

Thank you for your hard work and support!



   
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(@rozhkovskyproduction)
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Joined: 2 months ago
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a bug has been found:
if you buy a bolt cutter from a merchant, it doesn't work for cutting chains.
The item is in your inventory and you can't drop it, but when you click "Use," nothing happens.
Then I picked up another bolt cutter that was just lying on the level, and it started working properly.

The test was conducted on your demo map

also, it would be great to introduce the ability to not pick up duplicates related to story or gameplay items.
I can't imagine why a player would need two identical bolt cutters in their inventory, and it could create confusion.

How to do it better:
First way:
Each unique key, card and bolt cutter can be picked up only once. When you try to pick up a duplicate again - we get a message - you already have this item.
Second way:
At the start of the level there is a check that checks the player's inventory and a chest with things and removes all duplicates of the story items (if the player has them).

This method is very good in my opinion, because the player could miss the right item on the level (or not buy it from the merchant) and go to another level. In this way, the system checks if the right item is missing, and if it is, we will give it to the player on the new level. This system also works well with the balance of ammunition or healing herbs.
Instead of spawning random items in breakable crates, the system looks at the player's inventory and sees what they are missing. If the player has low ammo, the crate will contain ammo. If a player gets injured after a fight, the box will contain healing herbs instead of ammunition.
This would be a very useful system in my opinion

I also have a feeling that the presence of duplicates can break the "unlocked doors" counter, after which the item can be discarded, because this counter is unique to each item.


This post was modified 3 days ago 3 times by RozhkovskyProduction

   
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Hosna
(@hosna)
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Joined: 5 months ago
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@jsanzs This is actually already supported by the framework.

The framework includes a built-in level transition system with full Save/Load support... If you open the Overview map, you'll find an example of this in the very last door. That door is configured to load another level while remaining fully compatible with the existing Save/Load system. In most cases you do not need to extend the base door logic for this purpose, unless you need a very custom behavior. If your case differs, feel free to share more details and I can guide you further.😊 


This post was modified 3 days ago by Hosna

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

@rozhkovskyproduction Thanks for bringing this to our attention.

I have checked the issue ... and if you go to AC_Merchant and open the merchant items array, you just need to set the ToolType for the bolt cutter to "BoltCutter". After that, the item will work correctly as intended.

Regarding your suggestion, it’s a really good one, and we’ll definitely review and evaluate it for possible implementation



   
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KrazyKrackA
(@krazykracka)
Active Member
Joined: 1 week ago
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There is a bug where the player doesn't take damage, not sure what causes it but I've had it happen a couple times now. I'm not sure if it has something to do with the bite system or not but when it happens you can't take damage from the zombies or the damage test box on the overview map. I'll see if i can pin point it when i have time. I'm pretty sure the bug triggers when you have multiple zombies around you and you enter the grab and bite system. If your in the grab and bite QT event and another zombie attacks you it triggers it. After that you receive no damage from anything. I attached a screenshot that seems to fix it but I'm no expert so I'm not sure if it will cause conflicts anywhere.


This post was modified 3 days ago 8 times by KrazyKrackA

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

@krazykracka Hey, thanks for your question.

Did this happen while the player was in the Grab & Bite state, or outside of it?

The system is intentionally designed so that when the player enters the Grab & Bite state and is performing the QTE to escape the zombie, other zombies will not attack. This is to prevent conflicts with the Grab & Bite system. Even if another zombie somehow triggers an attack during that time, the player will not take damage from that attack. This behavior is intentional and is designed to ensure the Grab & Bite sequence works correctly.



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

@calo Yes, true... By restricting, I mean the jump mechanic 😀 For example, you can remove jumping entirely, like in RE2 and RE3, as well as Silent Hill 2, where there isn't a jump mechanic at all. Or, if you prefer, you can simply limit when and where the player is allowed to jump.

As for the gamepad navigation in the inventory, I noticed that too. I'm just not sure whether it should stay that way. Since it's a two-slot item, or it might make more sense for the cursor to treat it as a single slot instead of moving through each individual slot? we will review it more, thanks for pointing it out.


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