I was referring to RIBBON. When you pick up RIBBON, it appears in your inventory. Then you approach the recording device and select RIBBON to record, after which RIBBON disappears from your inventory.
If you don't have RIBBON, you can't save the game.
This is how it was in Resident Evil 1, 2, 3. HERE IS A SAMPLE https://youtu.be/3M16t6EIGR8
I'll only have this save option.
Otherwise, the game loses its purpose.
Yes, this is possible...for one example in the framework, We already have a similar system implemented for doors that require a keycard. When the player interacts with one of these doors, the inventory opens, and if the player has the required item and uses it, they can unlock the door.
You can look at the framework's functionality for this section and study how this system works and implement a similar approach for the save actor. In your case, when the player interacts with the typewriter or any other object for save system, the inventory should open first. Then, if the player has a Ribbon and uses it, they can save the game.
@hosna Perfect thank you! Where is located the screen FX when the player take damage? I want to use it for another mechanic,is possible to take that logic for implementing it? Where is the code that is handled when I take damage and the screen vfx is enabled?
Is also possible to change it with another ones?
We have a function called PerformDamage in AC_Health. It handles the damage received by the player and the related effects... You can make any changes you need there.
@hosna thank you,solved! It's possible to implement a custom code if the enemy has 20% of his health? Of course with the BP_Zombie (duplicated)! Where is the best way to implement this?
I also tried doing a package build but encountered all this errors.
@criss1818 Yes, you can implement this directly in the same function. You can use the Health variable to check the enemy's current health... If it drops below 20%, you can call a custom function to execute whatever behavior you want.
Regarding the packaging messages... those are just warnings, not actual errors, and they shouldn't prevent the project from packaging successfully.
@xdustyx When you say you switched back to the default framework animations, did you do that within your existing modified project?
If possible, could you please download a fresh copy of the framework and test the same behavior there without changing anything?
I suspect that some of the modifications you've made might be affecting this functionality. Let's first confirm whether the issue also occurs in a fresh version for you. If it works correctly there, we can then investigate which modification might have caused the problem.
@hosna thank you! I saw the live on youtube! Looks really good,are the new weapons also for the third person right?
Is the tutorial on adding a new weapon type still coming? Mostly want to add it to the select node on the ABP for the animations,is possible to add another one there? Im mostly replacing the Pipe for now on the abp
And also how I can control the zoom of aim and run ? Is also possible to control the camera of grige and bite without changing the timeline? There are not variables exposed for it?
@criss1818 You're welcome! Yes, all the new weapons will also be available in third person mode.
Regarding the tutorial... I think in the stream demonstrated how to add a new weapon with a completely new weapon type during livestreams. I believe Farshad demonstrated this with the Uzi, But yes, we will also release a tutorial after v0.6 is released for weapon topic.
For the grab and bite camera, the camera movement is controlled by curves inside the Timeline. However, if you'd like to fully customize or rewrite this behavior, you can find the ZoomOnCinematicAction custom event in BP_CharacterBase... You can modify it or even replace the Timeline with your own implementation.
For adjusting the camera distance while aiming, search for the TargetArmLengthAimState variable in BP_PlayerCharacter and change its value.
Hi Farshad, I'm having an issue, and I think I might be missing something.
I migrated my map into the framework to start working on my project, but when I press Play, the entire map turns black. However, everything works normally when I use another Game Mode, such as the default one.
Could you please help me understand what might be causing this and how I can fix it? I would really appreciate your help.
Thank you!
@fabio Hey, please check out Hosna's post. She shared a video(Light.mp4) showing how to adjust the lighting post-process effect to fix the issue if your map becomes too dark. This might be caused by the default post-process settings affecting your map's lighting.
@hosna perfect! How I can remove/change the sfx when the door is opened while running? I cant find it in the details of BP_Door,where is located?
Also how I can remove the injured logic and animations on the player?
What about the walk and run main animations (Walk Forward and Run Forward),where they are located? Just want to try something for now
The quickest way to achieve this is to disable both Strafe and Aim in the CharacterInputState variable.
You’ll also need to add a Boolean variable to prevent the UpdateRotationPreCMC function from overriding the rotation settings.
I’ve made a short video showing how to set this up quickly and enable the feature.
One important thing to keep in mind: this movement mode should not be active while the character is picking up items. When the pickup animation starts, temporarily set the movement/rotation back to its default state, then enable this mode again after the pickup interaction is finished.
Alternatively, depending on the behavior you’re going for, you could enable this mode only while the character is running, similar to the Resident Evil remakes, while keeping the normal strafe movement when walking.
This setup will need some additional testing, as I haven’t tested it across every system and interaction. If you notice any conflicts with a specific mechanic or animation, you can temporarily disable this movement mode during that particular action and enable it again afterward.
Hope it helps!
Hello @farshad! Is possible to have something like this but as default and not pressing an input? Is all ok with the aim state and all of the other things? I mostly want to implement right now but wondering if you have some new suggestion to make it as permanent and not with an input pressed!
Also I still hope for the state machines locomotion in the next updates!
@farshad Hii. I downloaded a new copy and did the same thing, I changed the "AS_Pistol_idle2" montage and then I changed the layered blend per bone to upperarm to spine_03 and then the same issue happened. I'm not sure if it's the blend depth, but maybe? Cuz I've tried to switch the default "AS_Pistol_idle2" for another animation from the framework and the same issue happened.
How can I make the camera not to shake when the zombie grabs the player? I changed the camera movement from the Zoom On Cinematic event but the camera still shakes, I want something a little smoother.
@criss1818 You can find the sound inside the AM_RunDoorOpen animation by opening:
ModernSurvivalHorrorFramework/Demo/GASP/Retarget/UE5/Door
To change the injured animation, open your character’s Overlay in your AnimBP. You can find it in the location shown in the screenshot.
Regarding Walk Forward and Run Forward, if you mean the weapon overlay animations, you can also find them inside the Overlay Animation Blueprint.
