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Combat

Page history last edited by Patrick Coan 13 years, 12 months ago

Info


5/02:

 

 

 

 

 

Still waiting for; basic understanding/ forum response/

work around; mesh attached

Robert is looking at future work

 

4/16:

     Waiting on Health system in the UI, a mesh for the weapon, and a little awesomeness

 

4/11 Update:

          I've got a basic melee weapon working, the bots run up to the player and kill him. I will need to adjust the time between attacks, how much damage they do, and the range. But in order to do this i need more feedback in the form of a health bar so i can see how fast they are swinging their sword. 

          I still need to add a mesh for the weapon, right now its invisible, and we also need an attack animation.

 

PC; Maybe we can tag team this beast. You need a health bar, something to indicate the players health? Could it just be some numbers on the screen?

 

 

 

 

Melee thread

http://forums.epicgames.com/showthread.php?t=718261

Melee UE2

 

http://chimeric.beyondunreal.com/tutorials/tut17.html

 

Melee UE3

- CODA http://www.moddb.com/mods/coda (third person sword fighting)

- Archasis II http://www.moddb.com/mods/archasis-ii (third person sword fighting /RPG)

- NoonTide http://www.moddb.com/mods/noontide (third person sword fighting)

 

Thread Info

http://forums.epicgames.com/archive/index.php/t-707790.html

 

Script  for melee weapon

http://www.vsl.gifu-u.ac.jp/unreal/www.planetunreal.com-chimeric/scripts/tut37.htm

 

 

Custom Weapons:

I've got the weapons showing up and the code for the weapon compiling without errors. However i am unable to test it because i am unable to pick up any type of weapon at the moment, I thin its becaue the player does not have an Inventory. I will look into making a player inventory. 


 

 

 

Comments (7)

Patrick Coan said

at 11:41 pm on Mar 23, 2010

Richard says;
Well we may have a problem. I talked to my friend who has created mod with UDK and is currently working on a game. His Unrealscript writer had to create costume weapon scripts, which took him 3 months and 3000+ lines of code. He is also a professional coder/scriptwriter. So unless we can find some tutorials for picking up objects and using them as weapons, it might be out of reach for us. I've thought of a work around for this.
One, we could only give the player a few weapons, much like Bioshock, where once they pick it up they cannot drop it.
I just though of another while typing this. We could make all the objects that could be used as weapons, melee weapons that we could just model and place around the world making them look like objects.

Patrick Coan said

at 11:42 pm on Mar 23, 2010

Maybe we could alter the physical appearance of already existing weapons, and edit their properties?

Patrick Coan said

at 9:14 pm on Mar 26, 2010

Richard is going to start custom weapons/melee

Patrick Coan said

at 9:15 pm on Mar 26, 2010

Define weapon types, limit options to realistic level.

Richard Mosley said

at 3:05 pm on Mar 27, 2010

I've spend the last few hours watching tutorials how to make custom weapons. It seems that it would be the most time efficient to just make the high poly/textured/ and animated weapon from the get go. If not we will end up doing each weapon twice, one low, one high poly.

Patrick Coan said

at 3:22 pm on Mar 27, 2010

Oh for sure! I agree on that one. Although, all high detail models start out at low, so in the initial stages, create the low, and someone can integrate it while you turn the low into high. That's what I'm thinking.

Richard Mosley said

at 4:43 pm on Mar 30, 2010

this sucks, I haven't made any progress. I've been staring at code all day long.....

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