Hi stevil935!
The new version of Horror Kit is now available!
Now you can try out everything that was added to this version!
Oh Awesome. Very cool. Checking it out now. I see the new animations look great. Though I'm unable to see the AI animation on the demomap for some weird reason, only on the TestAI map. Not that it really matters.
Otherwise I'm diggin the changes. Gonna see if I can add in the savestate system, along with boxstacking and maybe vertex snapping or something. Think this template's gonna make for some dope games.
EDIT: Got the boxstacking added. Actually; would you wanna use the code I'm using for that? I think it'd be a great addition to your template. If I can figure out the savestates you're welcome to that as well.
Hi stevil935!
Thanks a lot for your support, I'm really glad you liked the new version of this kit :D
Yes, what you noticed on the DemoMap about the AI not playing the 3D screamer animation — that was intentional 🙂
Thanks for suggesting sharing your code, I really appreciate it, but I want to implement these systems myself! I just prefer building everything on my own, so I’ll pass. 😅
Thanks for your support! I really hope this template will be used to create many cool games :D I'd love to see one of them if it comes out.
The AI isn't very polished yet. Getting stuck in doors is a bug with the navigation mesh and the AI's understanding of the game world. I'll try to fix it in the next update. However, this bug disappears if you use "Simple AI" instead of "Advanced AI."
Got ya. I'll have to play around with the different ones.
Hey quick question; is the gun supposed to scare the enemy away or hurt them or something? Hopefully I didn't break something, but I've been trying to shoot at the enemy only to see that the bullets don't even seem to be spawning. Wasn't sure if that was by design. Doesn't seem like the enemy reacts to getting shot either.
This wasn't intended, the AI should immediately activate attack states as soon as it senses damage from a player. This bug was fixed in version 1.1.0 Update 1.
The error is related to the pistol creating a "Line Trace" with the "Visibility" type instead of "Camera." You can change this by editing L1_Player (called BP_Player in newer versions) and going to Macros under "InteractionSystem." In the "LineTraceByChannel" node, select "Camera" instead of "Visibility" in the Trace Channel section. Then, the AI and other objects that sense damage will react to the shot.
Would you have any thoughts on how to implement a "run away" system for the enemy instead of a death system (or as an optional choice)? I tried changing the death code so the state enum gets set to 'fleeing' and pointOfInterest to a random spot. Then I modified the behavior tree to add a sequence checking if 'state' equals 'fleeing' and if 'killHiddenPlayer' is set; if so, it does a MoveTo pointOfInterest and waits. But it’s ignoring the state. Any ideas would be great! If you want, I can send my project for a small fee to fix it, and you’d have code to add a 'fleeing' state to your template for others. Just a thought. If you can’t help, no worries—thanks for all your help so far.