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[Code] Splinter Cell Stealth Framework
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cbfSoftware repliedWhat type of license have you released this with? Can people use it for their own projects (commercial or otherwise)?
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shuriken88 repliedStealth Framework!? The time has come, for the rebirth of Tenchu as it USED to be known back in the PS1 days (the king, and father of 3D stealth games!)!
End of nostalgia laced pipe-dream comment...
BTW Amazing work, I'll have to keep an eye on this for when my coding skills are ready.
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RatAs1171 repliedCool ! Good work Neoptolemus !
You can add tutorial about AI Patrol ? Or add example map to package ? Because i don't understand itand i really want use your code in my project.
Please...
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ProfZ repliedwow Awesome work
it's very usefull for me Thanks for sharing
i will try it
i hope you keep updating this and still develop this project
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Neoptolemus repliedOriginally posted by udkA View PostThe visibility says 0 all off the time
It will also ignore any lightmass calculations since it would be insane trying to approximate those calculations in Unrealscript. Make sure when you make your map that Lightmass is either disabled entirely, or that you build your map in such a way that the actual play area is not impacted (by disabling lightmass on certain lights for example), otherwise you will find situations where an area looks well lit (because of light bounce from nearby sources) but the game thinks it's pitch dark. At the moment, if a player is further from a light than its radius then it is ignored, even though lightmass might extend the light's influence outside its radius.
If you're still having problems then let me know.
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ryanjon2040 repliedJust tried the updated one and its awesome!. The throwables now work properly.
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Neoptolemus repliedI have updated the code with some fixes. See the bottom of the original thread for details. This improves the way thrown objects are handled and contains some AI enhancements.
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Neoptolemus repliedOriginally posted by ryanjon2040 View PostJust a quick question. How can i have throwables? I dragged and dropped StealthframeworkThrowableObject and set it to Bottle. But nothing appears in game. My main interest in this Framework was the projectile trajectory display.
Thanks for the responses so far guys, and keep pointing out issues or areas that can be improved. I'm going to make some updates when I can, so I'll update this thread periodically.
PS: If anyone knows a good way to prevent the ragdoll "catching" on static mesh actors then let I'd be grateful if you could suggest something!
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ryanjon2040 repliedJust a quick question. How can i have throwables? I dragged and dropped StealthframeworkThrowableObject and set it to Bottle. But nothing appears in game. My main interest in this Framework was the projectile trajectory display.
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Neoptolemus repliedOriginally posted by ryanjon2040 View PostAwesome share!. Although make sure to change InventoryManagerClass=class'SPG_InventoryManager' to InventoryManagerClass=class'StealthFramework_Inven toryManager' in StealthFrameworkPawn (line: 451) otherwise compiler will show a warning.I'll fix that with an update later today.
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ryanjon2040 repliedAwesome share!. Although make sure to change InventoryManagerClass=class'SPG_InventoryManager' to InventoryManagerClass=class'StealthFramework_Inven toryManager' in StealthFrameworkPawn (line: 451) otherwise compiler will show a warning.
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