Restless Souls/Wishlist: Difference between revisions

Rudimentary recreation of hypospray functionality (pickup and usage code)
(Rudimentary recreation of hypospray functionality (pickup and usage code))
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====HUD====
====HUD====
=====Hyposprays=====
[[Image:UE4_Pickup_Hypo.png|400px|right|thumb|[https://1drv.ms/t/s!Asn4fV_yvODigUSQY6R4bhXJqRFi Code:] Press key to pickup hypo]]
[[Image:UE4_Add_Hypo_to_inventory.png|400px|right|thumb|[https://1drv.ms/t/s!Asn4fV_yvODigUFiFR2WCYIsvnl0 Code:] Adds hypo to inventory]]
[[Image:UE4_Apply_Hypo.png|400px|right|thumb|[https://1drv.ms/t/s!Asn4fV_yvODigUPgtVd9c21Szk68 Code:] Press key to apply hypo]]
[[Image:UE4_Add_Hypo_Health.png|400px|right|thumb|[https://1drv.ms/t/s!Asn4fV_yvODigUIEKdkZj6rFdo1o Code:] Increases health via hypo]]
'''Rudimentary recreation of hypospray functionality'''
In the following there is code that let's you pickup Hyposprays (1 + 2) and use them to regain health (3 + 4).
Caution: This script is different from the others as the the pickup key press event is located in the level blueprint. Normally key press events are found in the the character blueprint. We will probably want to change that in a future version though I don't know how yet. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:03, 16 December 2017 (CET)
If you add a trigger volume to your hypospray object it will act like a new collision box. This can be used to adds some tolerance to the pickup distance. Otherwise the character has to be not just really close but to actually overlap the object.
Todo:
# pickup animations (kneel and take, take, "roll-take")
# condition to prevent pickup with certain animations
# sounds ("cannot pickup more", "usage")
# health bar interaction
# usage of visible hypospray slots on the character ? (think of belts or vest pockets)
'''Oni 1 vanilla health bar behavior'''
'''Oni 1 vanilla health bar behavior'''


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* health gain animation speed is determined by [[XML:ONCC#.3CInventoryConstants.3E|HypoRegenerationRate in ONCC]]
* health gain animation speed is determined by [[XML:ONCC#.3CInventoryConstants.3E|HypoRegenerationRate in ONCC]]
* overpower health gain animation has an overpower sound of an approximate volume of 75% while overpower sound is played at 100% volume once overpower gain ended and drops again
* overpower health gain animation has an overpower sound of an approximate volume of 75% while overpower sound is played at 100% volume once overpower gain ended and drops again
'''Slots and health bar recreation'''
There are basically two options. We use either a dynamic material (computed texture) or real textures for the health bar.


====Normal maps====
====Normal maps====
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