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    #91
    Amazing work! Wow

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      #92
      Pure Awesome as always....

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        #93
        Wow, nice.

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          #94
          Thanks.
          Techlord, each actor implied on missions have a variable to store the class mision reference. So if a mission step is to kill a pawn, when the pawn dies, informs to the mission by calling a fuction (on mission).
          The same thing on usable items, enemy spawners, etc.
          For dialogs, I can call function in each line of the dialog, so when you accpets a mission in a dialog, it calls to mission function to start.

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            #95
            This is a summary of what I have learned from udk since I started a year ago:

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              #96
              Easily my favorite UDK channel...been fun watching you learn more and more....Can't wait to see what you do next.....

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                #97
                Next is to purchase the UDK3 license, if I can...

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                  #98
                  Originally posted by CobaltUDK View Post
                  Thanks.
                  Techlord, each actor implied on missions have a variable to store the class mision reference. So if a mission step is to kill a pawn, when the pawn dies, informs to the mission by calling a fuction (on mission).
                  The same thing on usable items, enemy spawners, etc.
                  For dialogs, I can call function in each line of the dialog, so when you accepts a mission in a dialog, it calls to mission function to start.
                  Hi CobaltUDK, your feedback is valued and I don't want to bog you down explaining the 'How To'. I will be challenging myself to develop a Mission System in the near future. My plan is to provide B.R.A.I.N.S a interface to manage Dynamic Quest Behavior aka Quest Branching. At a high-level: Quest Objectives are Task Leaf Nodes arrange in a Behavior Tree. Objectives are Condition Nodes, and the acceptable Actions a Player can take are Action Nodes. Objectives use a Observer pattern to notify each other of State changes (dependencies), which sounds very similar to: "informs to the mission by calling a fuction (on mission)."

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                    #99
                    You are one fast learner

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                      AWESOME but how did you do that enemies with swords like how do they know when to play that attack anim?

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                        With a seeplayer event or after being attacked by the player. Then left the idle state and jumps to the follow state. When the distance is close, attack to the player.

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                          Originally posted by CobaltUDK View Post
                          With a seeplayer event or after being attacked by the player. Then left the idle state and jumps to the follow state. When the distance is close, attack to the player.
                          thanks i now have an idea how to do it

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                            Dude can't believe you're still on here doing kickass ****. Are you still just doing R&D or are you working on a project? Would be cool to see you work on something interesting. Keep it up man!

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                              Dude, its awesome..
                              Where should I start if I want so I can have skill like yours?

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                                Hi Jak, I was to begin to recruit for a game, but Epic have removed the form to buy the UDK license, so I'm trying UE4. I'm no good with blueprints, I prefer the code, but seems that all is oriented to blueprints now. At this moment I'm looking for a way to play animations, and seems that it's no possible to do like UDK does, there aren't a "playcustomanim" command, you must to do one montage for each anim sequence, and place a lot of nodes in blueprint for each. I'm lost with that.

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