Discussion in 'Off Topic' started by Kylegar, Nov 1, 2014.
I know HL2 took its toll with its bizzaro guns, but lets be sensible here.
Underbarrel Grenade Launchers are sensible thing in that they actually exist, albeit only for battle rifles and not SMGs. Despite that, it's not a long shot to imagine an SMG with a grenade launcher attachment.
The whole point of an smg (pdw's as i see they are now named) is its compactness and good firepower/space ratio.
To put a GL on it is to negate the point. If whatever you're up against warrants using grenade launchers, you probably might as well have used a rifle instead
I was making random ideas dude. I also said you could make a gun that shoots BE Heavy Tanks. Let's be real here.
Anyway, Weapons now consume ammo and must be reloaded. I don't have a reload animation or sounds, so there is very little feedback that you are reloading, but it does work.
The next thing I want to do is the recoil system.
wo wo wo wooooOOoooo. Pace yourself, don't burn yourself out.
Alright, I designed out the recoil system, now to implement it.
It's pretty complex but hopefully it will create an interesting shooter platform.
So, there are two actions, Recoil and Cone of Fire.
Every gun has Vertical and Horizontal recoil Min/Max. This is how many degrees the gun kicks when firing. The amount of kick is random between the range. Horizontal Recoil can kick Left and/or Right. Each shot decides if it kicks left or right. There is a Left/Right recoil multiplier that weights the recoil kick depending on the direction, so you can have decreased left kick with a hard right kick for example.
Guns have a first shot recoil multiplier, which increases the kick on the first shot.
For Cone of Fire, There is a default cone for the following states:
Standing Hip Moving
Standing ADS Moving
Standing Hip Still
Standing ADS Still
Crouching Hip Moving
Crouching Hip Still
Crouching ADS Moving
Crouching ADS Still
Prone Hip Moving
Prone Hip Still
Prone ADS Moving
Prone ADS Still
These define the base cone of fire for each of these states (in degrees).
There is also bloom modifiers for sustained fire
Standing Hip Bloom Multiplier
Standing ADS Bloom Multipler
Crouching Hip Bloom Multiplier
Crouching ADS Bloom Multiplier
Prone Hip Bloom Multiplier
Prone ADS Bloom Multiplier
These are a multiplier over the top of a default bloom value to add on to the next shot's cone of fire. This makes guns lose accuracy over time.
There is also a Max Cone of Fire for each of the 3 states (standing crouching prone), so you max out a cone of fire.
Finally, when jumping, the max value is used.
There are a lot of dials to turn for this, so it's going to take some time to get used to it. However, I feel that it would lead to a very interesting and varied infantry weapon system.
(Vehicles would only have standing cone of fire values)
Which is why i wasnt being absolutely serious until c chimed in.
Whats a "bloom multiplier"?
can we have parkour-like movement? like pulling oneself up if you reach a ledge at breast height.
have 3 classes, give it the 3rd. first be superheavy, no fancy movement, eat tanks as breakfast, carries miniguns as sidearm. 2nd be an allrounder and 3rd superlight squishy scout guy with awesome movement.
as reference take urban terror thats basically 1:1 what i mean (no wonder i played it the 8 years before my 8 years of empires).
It's how much more the gun blooms when firing from that state. This is usually around 0.025 to 0.125. The bloom per shot is
CofForShot = CofForLastShot + (DefaultStateCoF * StateBloom)
It maxes out at the state's max bloom, preventing the cone from getting too large.
I don't think that will work well with Empires. That and animation work. Perhaps simple climbing over things like in BF3/4, but not a full parkour system.
What is necessary for multiplayer exactly?
I suppose things like the amount of ammo in a magazine need to be "replicated", with UPROPERTY(REPLICATED)?
And does every bullet need to be replicated?
On my short list:
Pretty much all of the properties (Ammo pools and everything in them, Firemodes, etc)
Reload, DoReload (i think, it might not)
There is a Shooter Game Sample project in the Marketplace. Download that and look at the code for it's weapons. It should give a good idea what needs to be done. That's more of an advanced project though... I'd work on Crouching/Prone states if you want something easier.
I did try to get a look at it before asking, but i haven't got access to the engine yet (i think it is necessary to access the marketplace, is it?).
I'll look at this state thingies nevertheless.
Github are taking forever to approve the friggin' student pack. One thing I'd like to do when I get access is implement a multi-team system so that maps are not forced to be 1 v 1. Even if it's just a neutral team that's left over.
I was thinking about that. It would be fun to have BE vs BE or NF vs NF fights as well.
I'm not sure how much I want to go down the multiteam path, as I am only targeting 64 players (I want to go higher than that, but no promises).
Why can't you make the shotty pistol with the current system?
And have you thought about making a general attachment system like BF3/4?
I need to finish downloading the engine today, yesterday I finished my redownload of Star Citizen (I wanted to see my Aegis Redeemer first. ;P)
VDragon: if you want code access, you need to enter your GitHub account name on your Unreal profile. You will then get an automated invite to the Unreal Engine 4 project on Github.
Maybe with this?
n = this->nbPellet;
while (n != 0)
tho it seems like the weapon will consume the number of pellets worth of ammo
I can get it without the student license?
You can get it with any kind of Unreal engine license I think.
That's the point, i have no license...
Hey Kylegar, can you give me your steam name, I don't think I got you on it.
Also I think you need to recompile the project. I can't open it, it tells me it's compiled with a different version.
Separate names with a comma.