Empires on UE4 (A collaborative project)

Discussion in 'Off Topic' started by Kylegar, Nov 1, 2014.

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  1. Z100000M

    Z100000M Vithered Weteran

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    dude what.

    I know HL2 took its toll with its bizzaro guns, but lets be sensible here.
     
  2. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    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.
     
  3. Z100000M

    Z100000M Vithered Weteran

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    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
     
  4. Kylegar

    Kylegar Specstax Rule

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    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.
     
  5. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    wo wo wo wooooOOoooo. Pace yourself, don't burn yourself out.
     
  6. Kylegar

    Kylegar Specstax Rule

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    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)
     
    Last edited: Nov 5, 2014
  7. Z100000M

    Z100000M Vithered Weteran

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    Which is why i wasnt being absolutely serious until c chimed in.


    Whats a "bloom multiplier"?
     
  8. flasche

    flasche Member Staff Member Moderator

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    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).
     
  9. Kylegar

    Kylegar Specstax Rule

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    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.
     
  10. Kylegar

    Kylegar Specstax Rule

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    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.
     
  11. Vdragon

    Vdragon Member

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    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?
     
  12. Kylegar

    Kylegar Specstax Rule

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    On my short list:

    Pretty much all of the properties (Ammo pools and everything in them, Firemodes, etc)

    OnBeginFire
    OnEndFire

    FireShot

    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.
     
  13. Vdragon

    Vdragon Member

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    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.
     
  14. Deiform

    Deiform Member

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    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.
     
  15. Kylegar

    Kylegar Specstax Rule

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    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).
     
  16. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    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.
     
  17. Vdragon

    Vdragon Member

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    Maybe with this?


    void UShotgunFiremode::HandleFire()
    {
    int n;

    n = this->nbPellet;
    while (n != 0)
    {
    Weapon->FireShot();
    n--;
    }
    }

    tho it seems like the weapon will consume the number of pellets worth of ammo
    I can get it without the student license?
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    You can get it with any kind of Unreal engine license I think.
     
  19. Vdragon

    Vdragon Member

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    That's the point, i have no license...
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    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.
     
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