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[Sticky] Support – Modern Survival Horror Framework

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Farshad
(@farshad)
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Joined: 4 months ago
Posts: 224
Topic starter  

@arcticsubn Yes, make sure your new zombie skeletal mesh uses the same UE4 skeleton as the framework. ( if you zombie model is based on the UE4 skeleton, just replace the skeleton.)

Then, if your zombie is a regular one, you can simply create a child of BP_AIZombie and replace the mesh. If you want a crawling zombie, create a child of BP_AICrawlingZombie instead.



   
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Hosna
(@hosna)
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Joined: 4 months ago
Posts: 190
 

@cloudo You are very welcome 😊 To adjust the camera zoom, you need to modify the value of Timeline4 (shown in the screenshot). It is currently set to 60. You can tweak this value to achieve your desired result. This value will be exposed as an external variable in a future update (v0.3.0), allowing easier adjustment directly from the Character class.

Let me know if you have any further questions.



   
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(@cloudo)
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@hosna Thanks a lot 🙂 , it worked perfectly 😎 ! I gave you a 5 stars review on the Fab Store.



   
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Hosna
(@hosna)
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Joined: 4 months ago
Posts: 190
 

@cloudo Thanks a lot for the review, I really appreciate it 🙂 Happy to hear it worked well for you.



   
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 CaLo
(@calo)
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@hosna Thank you!



   
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(@gunx77)
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Joined: 4 months ago
Posts: 12
 

Hello, please tell me. I updated the project with a new bug fix, however there was an issue with narrow passages. When BP_Narrow is enabled and the auxiliary camera is used, the camera itself does not determine the location and goes to the zero coordinate of the world. Please tell me how to fix this?



   
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(@gunx77)
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@farshad Thank you very much for your answer)



   
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(@raffygames)
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Joined: 1 month ago
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how do I add a new weapon to the system and the animations like these in the photos I am sending you



   
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 CaLo
(@calo)
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What variable can i get from the BP_AI_Master or the AC_AIBehavior that let me know when the player has been detected by an enemy?



   
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Farshad
(@farshad)
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Joined: 4 months ago
Posts: 224
Topic starter  

@gunx77 Hey, could you please let me know which version of the framework you are using? Also, did you download the update as a fresh version from the Launcher?



   
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Farshad
(@farshad)
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Joined: 4 months ago
Posts: 224
Topic starter  

@calo There is an enum variable "SensedActor"  in AC_AIBehavior, which determines whether the player has been detected by the enemy, either by sight or by sound.



   
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Farshad
(@farshad)
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Joined: 4 months ago
Posts: 224
Topic starter  

@raffygames Adding weapons using the existing types(Handgun and shotgun) is already covered in the Documentation section 21.

To add a weapon with a new type( for example, an SMG or similar), you need to add a new entry to E_Weapon, then in ABP_PlayerMM (Anim Layer Overlays), create a new branch in the BlendPose (E_Weapon) node for your custom type, similar to how handgun and shotgun are set up, and assign the appropriate animations. also you need adding sockets and data assets for the new weapon.

A full video tutorial for this will be released soon with version 0.3.0, and the documentation will also be updated.


This post was modified 1 month ago 2 times by Farshad

   
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 CaLo
(@calo)
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Hello, how can i improve footsteps, i added more surfaces, and they sound disjoined it, like just one foot was making contact with the surface.

https://youtu.be/Hb7iDrOLCFk



   
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(@raffygames)
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Joined: 1 month ago
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If I wanted to put a new item with its own logic in the inventory, how do I do it?



   
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(@raffygames)
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and where is the aiming for the gun logic located?



   
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