Interaction With ALS - Version 2.1
Added 2022-02-01 01:12:07 +0000 UTC
News in 2.1 version:
- - Grenades System (Grenades System is new mechanic in project. You have two variables to control system in ALS_BaseCharacter. First is 'Grenades Structure' - This variable holds most of the information about the type of grenade. You can add a new item, but you must also add a new Enumerator in 'ALS_ThrowableObjectType' Tutorial . Next is simple bool value 'Only Have Grenades When Have Backpack' to set player can use grenades only with backpack actor. To start holding grenade press middle_mouse_button , to change up/down mouse button and to throw this , press left_mouse_button. Warning! To all working correct you must have 'BP_SplineProjectilePath' on your level , and assign this on your player character - 'Spine Projectile Path Actor'.
- Added some visual effect:
- New 'input' material for widgets
- New font for some blueprint widgets
- Arrow trail
- Bullet effect when AI start shooting
- Post Process effects and AI status diamond:
- With using 'BP_ScanArea' you can use outlines effects for choosed actors. Place this on your level and make sure in ALS_Player_Controller you have disconnected Z input with Slomo system. Next on level place post process volume , and in the PostProcessMaterials tab add 'M_PP_Outlines_Instance' material to array. In project settings you must have CustomDepth-Stencil Pass with 'Enable With Stencil' value. To activate effect press Z key.
- AI status info. This system shows the current status of the AI. When aiming the AI
and pressing the 'E' key, the AI is highlighted and visible through the walls. Of course, the map must have a 'Post Process Volume' with the material 'M_PP_Outlines_Instance'
- Added some stop transitions for ALS_AnimBP. To disable this go to ALS_AnimBP -> BaseLayer -> (N) LocomotionStates and change the conditions so that 'Pivot' and '(N) Stop T (Seq)' never get true.
- Rebuild StealthFinisher system , and added to this cinematic camera.
- New sounds effects (hands sounds for BP_ClimbingMovementComponent)
- Random idles for AI
- Bug fixing:
- Foot Locking (a clamp has been added so that the leg cannot stretch in the z axis)
- Fixed Human_AI durning hostate
- Fixed some bugs in Human_AI_Controller (some rotations have been changed so that the AI does not rotate 360 degrees.)
- Added 'Layering Hands' for Axe overlay (so that the axe is well positioned while holding it)
- Fixed the mantle system 'doubling up' when climbing.
- Fixed Transition between ladder and ledge climbing.
- Fixed Velocity problem for BP_ClimbingMovementComponent
- Fixed head rotation when start reloading during cover mode.
Changed project settings:
- Render Custom Stencil
- New Trace Channel