I managed to make it work casting to the door, probably there is a better way but it works, thanks for the help!
Hi how do I set up an AI?
I add an AI spawner and AI spawnpoint and provide a spawn point location in the spawner. But what is the spawn point code? Do I need to generate it and what do I do with it? Also is navmesh volume required?
Thank you.
@arcticsubn Hey, welcome to the community,
The Spawn Point Code is used to update the enemy’s state in the save/load system, so it can correctly track whether an enemy has been spawned or killed. So yes, each enemy needs to have a unique GUID code generated for it. Also, you need to place the NavMesh Volumes at the locations where you have set the spawn points.
If you have any further questions or any specific issues regarding this part or other sections, feel free to ask here.
This might sound like a funny question, but I want to use the TPS (Third Person) template because the pickup mechanics and everything else are great, but I want my camera to be TFPS (True First Person). I tried to do it myself but couldn't quite figure it out. Is there a practical way to achieve this? Thanks in advance!
@leventoget Hey Levent, these are two different systems. Right now, the framework supports its own first-person system, which is in the style of RE7, and converting the third-person system to a new first-person can be a bit challenging. However, you can modify the current first-person mode to more closely resemble third-person interactions. For example, in AC_Interact and the Pickup Interaction graph, wherever the FPS variable from the game instance is used, you can modify those parts to follow the third-person logic instead.
That said, there seems to be growing interest in this type of setup 😀, and we may consider adding it as a third option in the framework in the future, where the player can use hands to interact with and collect items in first-person mode as well.
On the topic of AI, how can i change the different sounds produce by the zombie?
@arcticsubn The AlUniqueCodes array is related to the same system I mentioned earlier. However, one thing I forgot to mention in my previous response is that in the latest update, the SpawnPointCode variable has been replaced with this "AlUniqueCodes". Therefore, SpawnPointCode is currently no longer in use, but the system itself remains the same. It has been changed to an array so that a single spawn point can handle multiple enemies, with each enemy having its own unique code. if you want to spawn more than one enemy, you can simply add multiple entries to the AlUniqueCodes array, assigning a unique code for each enemy. You should also define a separate SpawnLocation for each one, matching the corresponding index in the AlUniqueCodes array.
Hello
I want to start the game with the pistol already in my inventory like the resident evil games. How to do it?
@cloudo Hello, welcome to the community 😊
This is easy to set up. First, locate DA_Pistol, then get data from ItemBaseData and use it to fill the first index of the InventoryItems array in the AC_Inventory component.
Make sure to follow the reference images exactly without making any changes. After that, the pistol will be added to your inventory by default. Please note that once you add BP_Pistol as a default item in your inventory, you should not place another instance of it in the level. if you have any questions feel free to ask anytime.
