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  1. #1
    Redeemer
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    Default An Archery System

    I don't know how rlly it should be made

    Should the arrow be particle ? o it should be a static mesh or maybe a skeletal mesh ?

    when player loads the bow should the shot arrow be the one that the player loaded in , or should beocme a particle when shot?

    How can i make the the projectile "the arrow" , gets stuck on the floor ?


    Anybody knows any reference i could use to make an archery system , a bow weapon ?

    How do i make an adhesive projectile , if hits something stop there and get hallf buried on the floor?

  2. #2
    Palace Guard
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    Default

    When I made a throwing knife, everything is technically faked.

    The Weapon mesh plays the pull back animation, and then it is released the arrow from the weapon mesh disapears and this is when you spawn the projectile at the angle you ar e looking and the velocity you want.

    The Arrow will travel through the air and when it hits a surface you destroy the projectile and spawn a static mesh projectile at the angle the projectile was at, then you now have an arrow stuck on a surface.

  3. #3
    MSgt. Shooter Person
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    Default

    Yes, that is how my archery system works. I turned left and right to show the bow animation.

    Last edited by LordNelson7; 08-06-2012 at 01:03 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  4. #4
    Redeemer
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    Default

    When I made a throwing knife, everything is technically faked.

    The Weapon mesh plays the pull back animation, and then it is released the arrow from the weapon mesh disapears and this is when you spawn the projectile at the angle you ar e looking and the velocity you want.

    The Arrow will travel through the air and when it hits a surface you destroy the projectile and spawn a static mesh projectile at the angle the projectile was at, then you now have an arrow stuck on a surface
    i'll do that

    But if the arrow hit's a pawn , then will the arrow stick to the pawn collision cylinder ( in my case )



    yeah i've sen your Progress before nelson , awsome : )

    A bow is not that hard at all it's just a good anim and spawn a projectile


    But then if the pawn moves will the arrow move with the pawn?

    Did you make a special anim tree for the Bow no ? also synconized the anim of the pawn with the bow? that's hard any tip ?

    How did you make the blood system? any tut pls ? did you make the blood yourself or it's a UDK particle ?

  5. #5
    MSgt. Shooter Person
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    Default

    I was in the same situation you are in now, and I was thinking to myself, "How can I get the arrow to move with the player?". The answer I found and the mistake I was making is that the projectile is not what spawns on the hit object or character, its faked via the projectiles hit function. Look up projectile and find the function that deals with when the projectile hits something(can't remember the exact function). Then add a call to spawn a static mesh(that represents the arrow mesh) with input rotation.

    You see the function that fires when the projectile hits something(when it essentially makes contact with a collision cylinder), stores several variables in the function declaration, such as the rotation that the projectile hit at, its velocity, etc), so that when you spawn the static mesh, it will spawn at the exact location that the projectile left off at(the point and rotation at which the projectile made contact with the collision cylinder).

    So when you spawn the static mesh, the location and rotation at which to spawn the static mesh(the arrow mesh) is equivalent to the functions variable.

    I manually synchronized the anim of the pawn with the bow, fine tuned(which took a while to get it to look right) and the bow does have its custom anim tree.

    I'm not finished with the blood yet, there is too much of it and not very realistic. I am using a UDK particle.

    Oh yea and I almost forgot, when you spawn the static mesh you have to set its base to be the object that the projectile is colliding with, so that the static mesh will move with it. There are several tutorials on the forums. Search for "sticky projectile" I think that's what I searched for.
    Last edited by LordNelson7; 08-08-2012 at 10:57 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  6. #6
    Redeemer
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    Default

    Yes i used setBase funct for my shield , on a hand socket , So when the trace of the sword hits it i can make it stop , or something else . if you just attach to socket , Fail! no collision


    So i pretty much know how to use em

    i made my Simple bow and simple a arrow made all anims syncronized already , im makign everything simple.. lol

    now im going to make Bow as a weapon ,wich will be my first projectile weapon . i hope it is easy!

  7. #7
    MSgt. Shooter Person
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    Default

    Ok, cool! Just keep at it: it took me several months to learn how to do it and get it to work right.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  8. #8
    Redeemer
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    Default

    The anims part was easy , but i haven't even started to program the projectiles yet , but yep can't be so hard .

    thouh i have to program the intesnity of the projectile depending o nhow much the player has tensed(pulled) the cord of the bow , that would be just capturing the time i guess


 

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