Create Grenade Launcher

screen

So far we were using instant fire methodology. Now it comes time to improve BaseWeapon to be able to shoot with projectile.

  • Fire projectile instead of instant fire,
  • Possibility to choose which fire type weapon have,
  • Creating launcher projectile,
  • Doing radius damage,
  • Add impulse to ragdoll on explosion,

This will be more advanced post but working with projectiles is fun!

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Creating Assault Rifle

riflescreen1

BasicWeapon blueprint now supports a lot but it isn’t supporting automatic fire like assault rifles have. It will be really simple to implement now.

  • Rifle should use automatic fire,
  • We will use existing functionalities to drive this weapon,

Basically I will implement almost all of the weapons from Military Silver Pack and then move forward with gameplay. I want to have BasicWeapon functionalities fully implemented and tested out.

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Creating Shotgun

Screen Shot 2015-06-18 at 14.01.27

In earlier post we have added shooting functionality for base weapon. Now let’s upgrade this class to support Shotgun that came with Military Weapons Silver package.

  • Shotgun will fire more bullets than other weapons, (Burst functionality)
  • Its single shoot shotgun with automatic reloading, (custom reload functionality)
  • Spread will be different,
  • Impulse for ragdoll will be different, (Add ImpulsePower to BaseWeapon)
  • Custom animation for FPP Hands to carry shotgun,

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First Enemy – Behavior Tree / Shooting at Player

This tutorial contains basic knowledge about AI / Animations . It may be complicated for beginners so please take your time to analyze the stuff before implementing. I will create first basic enemy and it will cover:

  • Behavior Tree: simple check where to go and go there if aren’t reloading,
  • Animations: blending legs with rest of the body (walking -> standing),
  • Animations: Playing Montages (reload animation and shoot animation),
  • Animations: Look At – enemy upper body will be always rotated to player,
  • Animations: TakeDamage effects without having animations,
  • Animations: Ragdoll,
  • AI: Ammo, Fire and Reloading,

So, let’s keep going! Continue reading “First Enemy – Behavior Tree / Shooting at Player”

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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