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[Sticky] Support – Modern Survival Horror Framework

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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
(@herrstickman)
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Joined: 3 months ago
Posts: 27
 

@farshad nice to hear that your framework could also handle these special made-up actors, I hope I understand all that after grinding threw it 😀
But right now I am here to give you another praise!
For the last 3 hours I tried to implement head and body shot detection to my made up enemy class. . . ui ui ui ui ui, your framework just thinks about anything hmm 😀 it was easy if you knew what you are doing etc. like I said, I am not a pro, but your framework is like water, such a fluid asset, Bravo!



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 7 months ago
Posts: 395
Topic starter  

@herrstickman Thank you so much🙂 

Glad the framework is working well for your use case. Let me know if you run into anything else. 👍  



   
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(@g-kaizoku)
New Member
Joined: 2 months ago
Posts: 1
 

Hello Admin, do we also have human ai enemy pawns? 



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@g-kaizoku Hello, and welcome to the community forum 😊 

At the moment, the framework only includes zombie AI enemies. We may add other monster-type enemies in future updates, but we don't currently have plans to add human AI enemies. That said, we're always open to feedback and future ideas!



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@krazykracka Hey! Just a quick update regarding the issue you reported.

the fix has been documented and is now available in the documentation this section. You can apply it manually until v0.4.4 is released, after which the change will be included automatically. Thanks again for reporting it!



   
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 MW
(@mw)
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Joined: 4 months ago
Posts: 8
 

Can we use a metahuman for the enemy ai zombie ect?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@mw Yes, that's possible. You'll first need to retarget all the enemy animations and Anim BP to your MetaHuman skeleton, then replace the default zombie mesh with your MetaHuman mesh.


This post was modified 1 month ago 3 times by Hosna

   
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(@contracultist)
Active Member
Joined: 6 months ago
Posts: 12
 

Hey there,
Since I focus heavily on First Person mechanics I need some support with a rather specific mechanic, which I think is still pretty easy to implement as long as you know where to look for it.
I realized there is a difference between walking up to a door which triggers an additive hand animation and when you just press the interact button close to the door, which only opens it without triggering any montage/anim sequence.
I would like to change that, but in a flexible way. Instead of just opening the door when pressing an action button, I also want to play an additive animation, but one I can flexibly set-up inside of every door. Means I would need a way to expose the 'to-be-played montage' inside of the placed door blueprint, where I can then pick a specific animation, which then would be triggered in the character blueprint.

Concerning the Why of this endeavor is simple: I have different door meshes and while for some doors only one animation would work, I also want to have the opportunity to set up other animations for heavier doors ore ones with different shapes. In my opinion this adds to immersion and could be really interesting.

Please let me know an according approach. All the best!



   
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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
(@herrstickman)
Eminent Member
Joined: 3 months ago
Posts: 27
 

Hi.

One question about weapons. I use UE 5.7, 0.4.3

Did I do something wrong? Because all the weapons get new Ammo. First I make a shortcut for that weapon, then I shoot any /the weapon empty. Then I switch weapons and change back with the shortcuts to the one without "ammo", but there is a new magazine in it with full ammo.

Sometime if you only have one weapon with shortcut, then after emting the weapon go into backpack and unequip the weapon, then use shortcut again for the weapon again there is again new full ammo clip in it.

I need to say, that I use Item ID and also, this is on my test level, so I didnt use any gamemode or instances etc.

LG


This post was modified 1 month ago 3 times by HerrStickman

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@herrstickman Hey, Thank you for bringing your question to us. I am here to help you 🙂

First, could you let me know whether you are testing with the default weapons that come with the framework, or have you created your own custom weapons?

If you're using the default framework weapons, could you please record and send us a short video showing the issue? That will help us reproduce the problem and investigate what's happening in your case.
If you've created a new weapon and new ammo type, did you follow the weapon setup section in the documentation?
https://darksilvergames.com/documentations/modern-survival-horror-framework-full-docs/#section-20-weapons

We also provide video tutorials that demonstrate the correct workflow for creating new weapons and ammunition. Please make sure your setup matches those tutorials, as missing a small step can lead to unexpected behavior. 

How To Create a New Weapon from an Existing Weapon Type

How To Add a New Ammo Type to a New Weapon

Once I know if this is happening with the default weapons or just your custom ones, it'll be much easier for me to figure out what's causing it. 😊


This post was modified 1 month ago 4 times by Hosna

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@contracultist Hey, thanks for the question

You can just make a struct and put all the hand animations for the doors inside it (unarmed, pistol, rifle etc)

Then create a variable from that struct in BP_DoorBase, expose it to the editor, and hook it up where needed ... I have created a video for you(attached) so it’s easier to follow 😊 

in the video I show you can expose a separate variable for each one in the editor, but using one struct is cleaner and easier to manage later, Check the video and let me know if you still have any questions.

By the way, when you press the button, instead of hitting the door, the door opens without any animation. You can find this in the Interact event interface inside the BP_DoorBase class, which then leads you to the OpenDoorByInteract event, where the door is opened directly.


This post was modified 1 month ago 2 times by Hosna

   
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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
(@herrstickman)
Eminent Member
Joined: 3 months ago
Posts: 27
 

@hosna Hello, I didnt changed any weapons systems or added anything in to it 😉 nore did I change any skins or mesh's etc.
I just placed them into a test level and also layed ammo next to them etc., filled everything out in the details panels for pick up etc. and item id.

I am now testing the enemies etc., because I use more made up master-enemies etc., so I needed to use every ammo I had on me and after emptying every magazine for every weapon, I switched through and saw it, by changing / swapping between empty weapons I got a new filled up weapon, didnt even need to reload 😀

Edit: I deleted the screenshots because it is working on the demo maps, only my map must be the problem 😉

 

This post was modified 1 month ago 3 times by HerrStickman

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 372
 

@herrstickman

First of all, thank you for finding a solution. But honestly, it’s quite strange 😀 Because initially the variable is taken from the Data Table in the EquipWeapon system, but later in that same section, if you go a little to right, It checks whether the weapon already exists in the inventory. If yes, it retrieves its updated data instead(Image attached).

I just tested it myself and it works with the default settings without changing for ammo retrieve location!

Two questions:

  1. Do you have this issue in the demo maps as well, for example in the OverviewMap with the currently existing weapons? or only in your new map?
  2. You mentioned that you are using Item IDs, but when you place the items in the level, are you generating a new Item ID for each one there?

Finally, I have made a short video for you where I quickly place two weapons in the level and add ammo next to them... and everything works with the default setup. Please check it and see if maybe you missed something or maybe I miss something 😀 


This post was modified 1 month ago 7 times by Hosna

   
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(@contracultist)
Active Member
Joined: 6 months ago
Posts: 12
 

@hosna Hey, thanks for the detailed answer, much appreciated, Hosna!
I seem to misunderstand the OpenDoorByInteract logic, since I can't seem to work it out in the correct way.
My goal is still to trigger the animation on interact as well, not only when walking against the door.
I think it adds more immersion but that could just be me.
Also, is there a way to alter the blueprint in such a way the door only opens on manual interaction, so it blocks when you try to open it by running against it?
Would be a neat addition for heavier door types, I just got that idea a few minutes ago when tinkering with the code.
All the best!



   
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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
(@herrstickman)
Eminent Member
Joined: 3 months ago
Posts: 27
 

@hosna if I open the Intro2 map then everything is fine. it is only on my test level.

 



   
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