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  1. #1

    Question Vehicle Control in a Shoot'Em Up



    Hi all, I want help for my shoot'em up (classical Top View Like in the arcade game 1941)

    At the moment I've made the Topview-Camera on rail with Kismet; the SpaceShip with a Manta but now I need to know :

    - How can I prevent the SpaceShip to go outside the PlayZone
    (borders with DynamicBlockingVolumes don't work, I don't want the space ship to collide with the borders)

    - How spawn bots directly with Vehicles and control their movement/shoots

    - How can I "cut" the Manta function of ejecting player

    Thx for your information.

    PS: sry for my english, I'm french.
    Last edited by Frogbull; 08-27-2012 at 03:16 PM.

  2. #2

    Question

    Someone know if a Friction Volume exists

    A volume with a strong friction that slow down quickly the Manta without collide.

    I think the solution is :

  3. #3
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    doesnt a blocking volume have some kind of soft collision option?
    dont have udk here atm so i cant check but im pretty sure there is something like that.
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  4. #4

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    Quote Originally Posted by tegleg View Post
    doesnt a blocking volume have some kind of soft collision option?
    dont have udk here atm so i cant check but im pretty sure there is something like that.
    Thx for your reply.

    I think I've found the solution :
    Force Direction Volumes

    These are very useful for containing vehicles in playable space. They are essentially like ‘soft’ blocking volumes that will stop vehicles but have a little give so it doesn’t feel like you are hitting an invisible wall. Open up the ‘ForceDirVolume\Arrow’ tab and it’s direction indicates the direction the volume will push. You can also set the volumes to block on foot players and disallow them exit from vehicles that have pushed inside them.
    From : http://udn.epicgames.com/Three/UT3Mu...MapTheory.html

    I try atm to have a strong return and no "bounce" effect with a ForcedDirVolume.

  5. #5

    Default

    I am having the same problem, but think about pickups at the corners - doesn't player get really pissed off when they try to pick something and it flies away just because they were too slow? i also thought about stopping player from script level, but not sure if it's a good solution

  6. #6

    Default

    Quote Originally Posted by lymphomaniac777 View Post
    i also thought about stopping player from script level, but not sure if it's a good solution
    In Unreal Script or with Kismet ?

  7. #7

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    Quote Originally Posted by Frogbull View Post
    In Unreal Script or with Kismet ?
    I NEVER use kismet
    probably everything you do in kismet, you could do in unrealscript :P

  8. #8
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    kismet is unreal script, and sometimes its easier for the level builders to wire up some kismet stuff than rely on mysterious invisible code they have been told will work.
    if Force Direction Volumes isnt quite what you want try extending it and overwrite stuff to make it do what you want.
    or instead of volumes you could have a spline actor running down the middle of your map, when the vehicle is too far left or right disable the appropriate input.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
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    Games: Tegs Playground - Unwheel2 - VCTF Game - Sponic Mesh 3D - Shh.. dont tell anyone about my android apps.
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  9. #9
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    Default

    Hi. I was build a shootemup game through udk. You can watch here : http://www.youtube.com/watch?v=EnnPZvD-W9Q&feature=plcp
    I did not use blocking or friction volume. I checked plane location by screen borders.

  10. #10

    Question

    Quote Originally Posted by TechElv View Post
    Hi. I was build a shootemup game through udk. You can watch here : http://www.youtube.com/watch?v=EnnPZvD-W9Q&feature=plcp
    I did not use blocking or friction volume. I checked plane location by screen borders.
    Nice job !

    This is exactly what I want to do, how do you check the plane location ? With Kismet or Unreal Script ?
    Do you use absolute (pixel) or relative position ?
    Last edited by Frogbull; 08-28-2012 at 02:07 PM.

  11. #11
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    I checked plane 3d location. For example:
    Code:
    CameraLocation += GlobalVelocity(Screen slide speed) * deltaTime
    
    if(pawn.location.x >= CameraLocation.x + UpOffset)
    movement.x = 0
    
    etc...

  12. #12

    Thumbs up

    Quote Originally Posted by TechElv View Post
    I checked plane 3d location. For example:
    Code:
    CameraLocation += GlobalVelocity(Screen slide speed) * deltaTime
    
    if(pawn.location.x >= CameraLocation.x + UpOffset)
    movement.x = 0
    
    etc...
    Thx for your help !

    I've done a draw of the bases for a Shoot'Em Up :



 

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