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Zombies at boltons

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  • replied
    Thanks for all the help and encouragement dude. Good luck with Boltons and see you on the other side...

    Leave a comment:


  • replied
    thread has moved to the new forums.

    https://forums.unrealengine.com/show...ltons-incident

    see you all there and thanks for the support.

    Leave a comment:


  • replied
    no problem,there are so few of us left might as well share the wealth.

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  • replied
    Thanks for the info Gaz

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  • replied
    laser sight is a ribbon particle system attached to the weapon.

    with the flame thrower I guess you mean how the zombies catch fire when running through the flames.

    Code:
    class fire_Volume extends DynamicPhysicsVolume
    placeable;
    
    var	CylinderComponent		CylinderComponent;
    var Pawn P;
    var() int DamageAmount;
    
    simulated event PostBeginPlay()
    {
    	Super.PostBeginPlay();
            SetTimer(5.0f,false,nameof(destroy1));
    	SetCollision(bEnabled, bBlockActors);
    }
    
    
    simulated event Touch(Actor Other, PrimitiveComponent OtherComp, Vector HitLocation, Vector HitNormal)
    {
    	super.Touch(Other, OtherComp, HitLocation, HitNormal);
    	`log("Volume: hot hot hot");
    	///WorldInfo.Game.Broadcast(self, "hot hot hot" ); ///sends console message
    	///P.Health -= DamageAmount;
    	///HurtRadius(1.0, 50.0, class'UTDmgType_Barrel', 50.0, Location,,, True);
    	SetTimer(7.0f,false,nameof(destroy1));
    }
    
    simulated function destroy1()
    {
           destroy();
    }
    
    defaultproperties
    {
            bStatic=false
    	bNoDelete=false
    	bCollideActors=true
    	bCollideAsEncroacher=false
    	Physics=PHYS_None
    	bNoEncroachCheck=false
    	CollisionType=COLLIDE_TouchAll
    
    
            Begin Object Class=RB_RadialImpulseComponent Name=CollisionSphere
    		AlwaysCheckCollision=true
    		CollideActors=true
    		ImpulseRadius=300
    		ImpulseStrength=0
    	End Object
    
    	Components.Add(CollisionSphere)
    	///CollisionComponent=CollisionSphere
    
    
    	begin object class=DrawSphereComponent name=DrawSphere
    		SphereRadius=25
    		bDrawWireSphere=true
    		HiddenGame=false
    		HiddenEditor=false
    		bIgnoreOwnerHidden=true
    	end object
    	///Components.Add(DrawSphere)
    	
    	Begin Object Class=CylinderComponent Name=CollisionCylinder
    		CollisionRadius=+0054.000000
    		CollisionHeight=+0078.000000
    		BlockNonZeroExtent=true
    		BlockZeroExtent=true
    		BlockActors=true
    		CollideActors=true
    	End Object
    	CollisionComponent=CollisionCylinder
    	CylinderComponent=CollisionCylinder
    	Components.Add(CollisionCylinder)
    	
    	
    	DamageAmount=25
    }
    and the in the projectile class

    Code:
    var UTAvoidMarker FearSpot;
    
    simulated event Destroyed()
    {
    	Super.Destroyed();
    
    	if (FearSpot != None)
    	{
    		FearSpot.Destroy();
    		Spawn(class'fire_volume',,,);
    	}
    }
    
    simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
    {
    	if (DamageRadius > 0.0)
    	{
    		Explode( HitLocation, HitNormal );
    		Spawn(class'fire_volume',,,);
    		///Spawn(class'UTEmit_ShockCombo',,,);
    	}
    	else
    	{       Spawn(class'fire_volume',,,);
    		Other.TakeDamage(Damage,InstigatorController,HitLocation,MomentumTransfer * Normal(Velocity), MyDamageType,, self);
    		Shutdown();
    	}
    }
    when the projectile hits the floor or wall it spawns a fire_volume which then in turn destroys itself after a set time,the same time that the projectile explosion(or flame in this case)lasts.

    then you need to tell the pawn to react to the fire_volume.

    in your pawn.uc

    Code:
    event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
      {
         
    
          if(fire_volume(Other) != None && canburn ==true)
            {
                PlaySound(burning, true);
                Mesh.SetMaterial(0, Material'CH_boltons_workers.Materials.boltons_zombie_m1_burnt');
                customtimedilation=1.3;
                bodysmoke.activateSystem();
                SetTimer(5.0f,false,nameof(burntodeath));
                FullBodyAnimSlot.SetActorAnimEndNotification(true);
                FullBodyAnimSlot.PlayCustomAnim('rage', 1.0, 0.05, 0.05, true, false);
                boltonspc.displaycremated();
                canburn=false;
            }
    
    
        }
    obviously this is what my zombies do but you just replace the stuff in the pawn with yours.

    Leave a comment:


  • replied
    Realy cant add much comment as everyone said what i was going to.I dont have experience with ai but maybe a part solution coud be if they start to consider walls as covers.I saw this tutorial http://www.digitaltutors.com/lesson/31658 all in kismet that makes cover ai for bots.I supose a cover thing coud be used for the zombies to switch to idle animation or something when close to walls.

    Looks great.Can you explain only the principle behind the flamethrower with a few words?And another quick question.Is the laser sight a 3d cylinder attached to the ak47 or is it some particle effect?

    Leave a comment:


  • replied
    Every time I look you make good progress on your improvements

    AI pushing through doors/walls is a problem I've noticed on UT2004 mods and hasn't improved much from what you're pointing out there. I would suggest doubling/trebling door thickness unless you can fix that collision.

    Leave a comment:


  • replied


    no luck,looks like blocking volumes it is.

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  • replied
    Originally posted by frankit View Post

    * a couple of the zombies appeared to spawn from thin air, and some of the animations meant the zombies animated through the wire mesh windows, which broke the realism a bit.
    I literally have only spent a couple of hours bringing the genesis map up to current standards and putting zombies in.of coarse that zombie wont spawn in front of you,and a couple of times you see them change shirt when shot with the shotgun,its all easily fixed and just requires a bit of time-that most precious resource.

    there are several ways to stop the anims from penetrating the meshes,most likely I will add a blocking volume to the doors,they currently use per poly collision so you can shoot throught the wire mesh windows.im just about to see if using the phys asset for collision on the pawn will work as its much less work and I find no performance loss when doing so.

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  • replied
    (Sorry, re-edited that at the same time as you were posting...)

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  • replied
    headshot clip will be removed and im actially changing the way a headshot works.the head shouldn't really pop off like that so I will change it to an explosion of brains and stuff.but I will probably add a thrown circular saw blade to keep decapitation aswell,maybe some large garden sheers.

    ive got a lot of my vehicles fully up to speed,ie lights and hud.most of them now don't produce any log warnings,but I haven't got to the excavator yet,but I will.the next vid of the factory map will include maost vehicles and it really speeds the feel of the game up without actually getting throught the checkpoints any quicker.infact I tend to die sooner when I choose to use the vehicles.

    also in the next vid you will meet eddie,your canine companion who you can save from the virus.MASSIVE thanks goes to Snipe34 for building the model for me.

    Leave a comment:


  • replied
    * Looking good, everything appears more polished Gaz. I watched the clips using headphones this time around, its more atmospheric, but suggest killing the head-shot sound clip!

    * I like the construction crew wave attacks. Overall, I think your game is at its best when packs of zombies are coming at the player at the same time. For example, the lone one-legged zombie that comes at you during early training floats along oddly...???

    * You get knocked down at several points, save yourself sometimes, but at other times turn zombie and attack soldiers, a humorous nice touch...

    * The Labs clip was reminiscent of Doom... Thanks for bringing back some fond memories! However, a couple of the zombies appeared to spawn from thin air, and some of the animations meant the zombies animated through the wire mesh windows, which broke the realism a bit.

    Q: Is driving the digger over the undead an option (I know that's a fully functional vehicle)?

    Leave a comment:


  • replied
    genesis labs



    now that most stuff is done in code,putting the gameplay into other maps is simple and I now have a fully working save system.

    im not planning on making the factory level saveable as it is more arcade style,but for this map I intend to something different.not quite sure what yet but maybe a sim zombie type game where you have to keep the holding pens full by stunning from the surrounding area and other menial tasks along with coping with the occasional zombie breakout.

    I haven't made the mesh for it yet but I have a cattle prod to stun zombies and can be seen in the vid.

    all in all its been a productive couple of months since the last update.

    edit:almost forgot,but majic12 was right,id got the diffuse plugged into the emmisive on the crossbow.d'oh.

    Leave a comment:


  • replied
    zombie training




    ive done a lot of work on the menus and hud,although they are still in early state,im doing it in a more efficient way.
    also I have solved the minimap scaling problems I was having.it now works for the huge factory map and this small training level.havnt got it to show objectives yet though.
    all scoring is now done in code rather than kismet and along with a few other things ive moved over it means my kismet sequences have been literally halved.

    there are 2 new classes of dismemberable zombie.ive improved the setup with the female and will be transferring it to the males.this gets rid of the ugly splits in the mesh.

    ive updated the player mesh when he is turned to a zombie and he is fully dismemberable.

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  • replied
    Thanks guys,I do my best.

    Code:
    var SpotlightComponent FrontLight;
    var name LightSocket;
    
    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();
    	SkeletalMeshComponent(Mesh).AttachComponentToSocket(FrontLight, LightSocket);
    }
    
    defaultproperties
    {
           Begin Object class=SpotLightComponent Name=FrontLightComponent
              InnerConeAngle=6
              OuterConeAngle=20.2
              Radius=3000
              Brightness=6.00000
              LightColor=(B=225,G=239,R=247,A=0)
              LightShaftConeAngle=89
              //bRenderLightShafts=true
              CastShadows=true
    	  CastStaticShadows=true
    	  CastDynamicShadows=true
    	  bForceDynamicLight=FALSE
    	  UseDirectLightMap=FALSE
    	  bEnabled=true
        End Object
        FrontLight=FrontLightComponent
        
        LightSocket="torchlight"
        
    
    }
    this is how I attach the light to the weapon.I will check the material on the crossbow,i don't think its unlit.but I agree,it does look a little bright.its on the to do list,along with a thousand other things.

    Leave a comment:

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