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[Sticky] Support – Modern Survival Horror Framework

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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Eminent Member
Joined: 2 months ago
Posts: 33
 

I managed to make it work casting to the door, probably there is a better way but it works, thanks for the help!


This post was modified 4 days ago by CaLo

   
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(@arcticsubn)
New Member
Joined: 1 week ago
Posts: 2
 

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.

 



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 2 months ago
Posts: 136
Topic starter  

@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.


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(@leventoget)
Active Member
Joined: 2 months ago
Posts: 4
 

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!



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 2 months ago
Posts: 136
Topic starter  

@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.


This post was modified 3 days ago 2 times by Farshad

   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Eminent Member
Joined: 2 months ago
Posts: 33
 

On the topic of AI, how can i change the different sounds produce by the zombie?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 2 months ago
Posts: 108
 

Hey @calo You can find the zombie SFXs as shown in the screenshots. The Hit SFX is located in the Zombie class, while the Chase and Idle SFXs are inside AC_AIBehavior.


This post was modified 2 days ago 3 times by Hosna

   
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(@arcticsubn)
New Member
Joined: 1 week ago
Posts: 2
 

@farshad Thanks. What is the All Unique Codes array? Does this need to be filled in with anything once a spawn point code is generated?



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 2 months ago
Posts: 136
Topic starter  

@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.

 


This post was modified 1 day ago 5 times by Farshad

   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Eminent Member
Joined: 2 months ago
Posts: 33
 

Thanks for the help @hosna, another one i wish to replace is the SFX_vomiting and the SFX_ZombieSuffer that plays during the AM_Zombie_Agonizing, how can i do that?


This post was modified 11 hours ago by CaLo

   
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(@cloudo)
New Member
Joined: 8 hours ago
Posts: 1
 

Hello

I want to start the game with the pistol already in my inventory like the resident evil games. How to do it? 



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 2 months ago
Posts: 108
 

@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.


This post was modified 5 hours ago 3 times by Hosna

   
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Hosna
(@hosna)
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Joined: 2 months ago
Posts: 108
 

@calo These sounds are located inside the animation or montage files. You just need to open them and replace the sounds accordingly



   
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