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Zombies at boltons
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frankit repliedThanks for all the help and encouragement dude. Good luck with Boltons and see you on the other side...
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gaz661 repliedthread has moved to the new forums.
https://forums.unrealengine.com/show...ltons-incident
see you all there and thanks for the support.
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gaz661 repliedno problem,there are so few of us left might as well share the wealth.
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gaz661 repliedlaser 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 }
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(); } }
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; } }
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majic12 repliedRealy 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?
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Snipe34 repliedEvery 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.
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gaz661 repliedOriginally 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.
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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gaz661 repliedheadshot 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.
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frankit 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)?
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gaz661 repliedgenesis 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.
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gaz661 repliedzombie 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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gaz661 repliedThanks 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" }
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