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Paradox-01 (talk | contribs) m (video #3 - optional glowtex, pickup animation binding, character sockets) |
Paradox-01 (talk | contribs) (playing an animation based on keystroke and transition rule.) |
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* BSL equivalent ("Blueprint") | * BSL equivalent ("Blueprint") | ||
* team support (easy methods to make project contributions) | * team support (easy methods to make project contributions) | ||
* levels of difficulty | |||
** Easy: -20%? health for foes | |||
** Normal | |||
** Hard: +20%? health for foes, foe class upgrade? | |||
** Extreme: shorter reaction times of AI ("killmequick") | |||
::: powerups on the ground can be destroyed quite easily by projectiles or heavy h2h attacks | |||
:::: ammo -> blast damage and fire | |||
:::: cell -> blast damage and stun effect | |||
:::: hypo -> little blast damage and a cloud of healing gas | |||
:::: shield -> major blast damage | |||
:::: invis -> blinding | |||
:::: LSI -> mission failed ? | |||
** YOLO: Extreme mode plus when player dies he cannot reload that savegame. He has to restart at level 1. | |||
** YOLO +: YOLO plus the games has never been played before. first play after installation. This is a secrete achievement. | |||
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Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked". | Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked". | ||
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There are basically two options. We use either a dynamic material (computed texture) or real textures for the health bar. | There are basically two options. We use either a dynamic material (computed texture) or real textures for the health bar. | ||
====Animations==== | |||
=====Key binding===== | |||
Every key can be used in blueprints. In order to allow key remapping by the player keys should be mapped in the setting instead of using detecting their real key stroke. | |||
Goto Project Settings > Engine > Input. | |||
Name your action or axis, then bind a key to it. | |||
=====Interaction===== | |||
Requirements: typically a variable in the Character BP. For example you can set "IsPickingUp?" to true with a "Q" button "Pressed" action and setting it to false with the "Released" action. | |||
Then in Character Animation BP > '''EventGraph''' there should be a "Event Blueprint Update Animation". There you retrieve "IsPickingUp?" and save it in a local variable. You can retrieve variables from other blueprints by getting the object holding them, passing it to a cast node, pulling a wire out of the right side and search for it in the popping up context menu. | |||
Then in Character Animation BP > Anim Graph > Default State Machine you pull out from Idle/Run a wire and create a new state. | |||
In the transition rule for '''Idle to Pickup''' create two nodes: The local variable IsPickingUp and the "Result - Can Enter Transition". | |||
In the transition rule for '''Pickup to Idle''' create three nodes: The local variable IsPickingUp, a boolean "NOT" and the "Result - Can Enter Transition". | |||
Now the character plays the animation as long as you press the key. If you want to play the full animation just by pressing the button firmly you have to use a slightly different setup. Use these three nodes instead: '''"Time Remaining (ratio)"'''(''Animation name''), float > float node, Result node. | |||
The float 0 to 1 means how much of the animation will play before it is aborted if the key wasn't longer pressed. In this case, the lower check float the more of the animation is played. Use a number greater than 0 like 0.001 | |||
To disable other input you have to create another variable in the Character BP with is also retrieved in the Character Animation BP by casting. | |||
In this example it was named "Movement Allowed". The event that sets and resets the variable was created in the Animation. | |||
Every animation can have Notifies events. Right-click notifies track to add a new custom notify. | |||
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