How to do damage – advanced

There are lots of ways for dealing damages in games. I will do more advanced stuff:

  • Damage will be calculated from weapon and ammo type,
  • Critical Chance will be calculated,
  • I need to see what’s the damage and if there was a critical hit (UMG),
  • I need to see how much HP enemy have,
  • I want to have different damage depending on which body part I shoot, (eg head, leg etc)

Let’s gets started!

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Weapons – shooting and reloading functionalities

In this post I will focus on shooting and reloading functionalities. Goals that I want to achieve:

  • I want to have easy method for shooting with different weapons,
  • If my weapon doesn’t have ammo it should reload automatically,
  • I can reload my weapon whenever I want,
  • I won’t be able to shoot if I’m changing weapon,

In this post weapon won’t fire any projectile yet but you will learn more about blueprint communication, creating animations in blueprints and doing recoil directly in animation blueprint.

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How to add weapons – basics + equipping

Now if we have our inventory we can start adding new weapons!

  • Player can choose which weapon he want to play, (for now it will be placeholder UMG we did in inventory tutorial)
  • Player can change weapon during gameplay with animation, (by keyboard now)
  • Weapons will attach correctly,
  • Hands will update idle animation to correctly hold the weapon,

We won’t be doing shooting / reloading in this post. Let’s focus on basics first.

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How to create Inventory

Before start you should watch this tutorial from Epic. Creating Inventory isn’t so hard but it requires Arrays and Structs to work with.

What I would like to accomplish:

  • Player will have his backpack which will be global inventory with all of the weapons collected,
  • Player can choose which weapon he would like to use in mission,
  • Inventory should be generic. I don’t know yet which weapons I will use and which stats they will have,
  • Game should remember which weapons I’ve chosen so I don’t need to choose them again,

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