Thanks for the tutorial!🤗 For anyone trying to find a way to stop the effect from stacking, from the spawn actor Component there is a return value, you need to promote that to a variable. Infront of that spawn actor you need to get that variable and get an "?Is Valid" node from it. On the "is Valid" option leave it blank and on the "Is not valid" put the spawn actor node and other info.
k this needs a cup of coffee with the project opened to figure out every single code he mentioned. but rlly thank U for this tutorial I rlly got benefited from this tutorial and I will use this way 2 much in my game
I would love to see a full tutorial on how you set up everything in the final showcase. Monster AI, the UI's, collisions, all of it. I know it would be like 30 Part series but I'd watch haha
YES!!! I’ve been looking for how to do things like on fire and how to deal with that along side damage types.. Thank you!! Well, I haven’t watched your video, so you might not cover what I need.. But, I just HAD to share my excitement 😁
Ok, NOW I have watched it. It's brililant.. I will have to watch this video multiple times before I will fully understand it. A lot is going on with components and interfaces and what have you... But this is something I need... I would love if you could go all the way with this, and show how to add the stun and blind, and maybe knockback :-) Even the damage numbers too.. I have been searching for this for years now, and I can tell you, that there arent any good videos on this on youtube.. So you actually have a chance to fill a whole here.. Good job! I will try this out very soon! you are the man Ryan!!! 👌
I have on my list of potential series to revisit the ability system series with an updated take on it that centres around 3rd person action games that includes damage classes and status effects. Don't when I would get to it though
Great video, I been trying to do this but couldn't figure it out much Can you do another video (Part 2) on how we stun enemies or deal extra damage or damage multiplication depending on their Armour they're wearing?? Will be much appreciated
Hey Ryan, I've been really loving your videos as it's been helping me really get a move on with creating my game! I wanted to ask if you have or could do a tutorial on gold and exp increase once a mob is killed for the player that last hit that mob. That would be sooooooo fantastic but just a wish :P Keep up the great work!
There's a couple things I'm confused about. Firstly, why did we make the 'SetOnFire' function in the damage type if we used the Interface? Secondly, how are you triggering the stun on the enemy hit by the lightning spell?
Hello Ryan! I was wondering if you would know how to make a dialogue system similar to Life is Strange: True Colors? One where you scroll for your dialogue choice as well as a possible time limit for it? I'm wanting to create something similar with my game. As far as I've gotten is that maybe it's done through a widget blueprint but I can't be certain of course seeing as I've hardly any experience. Would be great to see something like that! I look forward to your content otherwise. Thank you!
Just curious, I'm messing around with the code and its looping quite a bit, how do you remedy this or what was the failsafe you put in? Maaaayyy of missed it :3 but other than that greaaat stuff. now have bleeds and poisons
applying "coating" to my weapons by making the damage type a variable, was hoping youd have some insight on the infinite looping when you strike them like where would I put a validated get or a is valid node? Thanks!
This is great! I need something like this for my zombie game. But first...Ryan...anyone...I have the zombies following the player. Now I need them to run through their attack animations. As it is, they just stand there looking mean and ugly. Any tutorials out there that can help? Thanks!
3 ปีที่แล้ว
Unreal itself has a ton of TH-cam tutorials on their channel.
@ Yes, but I am having a hard time finding tutorials on one particular aspect of animation. I can't believe it's that rare or difficult. I want to add a chain of animations to a game for an NPC. Not to the player character; not the sequencer. For a game. For example, a guard on duty atop the wall of a castle. He walks 10 yards or so, stops and looks out over the horizon, scratches an itch, walks back a ways, looks out and sees the Player and shouts the alarm, etc. This would be an animation that the PC would trigger and see, then decide what to do. Or maybe a deer in a forest. Walks down to a stream, looks around warily for danger, stoops and gets a drink, looks up and sees the PC, then runs off. Again, an animation that the PC would trigger and observe. Remember the Kite Demo that Epic Games released a while back? The kid ran, bent over breathing heavily, looked up, started walking again, then broke into a run. Could that sequence of animations be linked to an NPC that player characters could trigger? Thanks!
3 ปีที่แล้ว
@@d_Howard You could always just trigger the behavior, maybe have a point of interest, if interacted play montage on a do once with a delay reset or something.
@ Yeah, that much I get. What I can't figure out is how to string several different animations together smoothly. For example, I have an animation of a deer walking. How to I add to it to get it to stop walking? Then look around, bend over and drink, etc. Do I need to trigger each one separately? Also, will a montage work during gameplay?
3 ปีที่แล้ว
@@d_Howard So I'm going to suggest watching a bit from Coqui Games on his animal behavior kit (also well worth buying, but regardless). He gives really good tutorials on how to work with his system, which may better explain a good and fairly optimized approach as he walks through how to change his system. I'd then use wtf is channel to fill in what each of the things he's using are, and in the end, if you make it somewhere purchase his pack on appreciation of the work. I'm not affiliated or paid to say any of this, just appreciate his stuff as it helped me fill in on this better.
Could you expand on this? would you put it in the component after 'SwitchonEStatusEffect'? using a boolian 'IsBurning?' and setting it to true? if so, how would i know when its destroyed? is there a node I could use? Im just throwing somthing out there @@leonelsandoval987
Thanks for the tutorial!🤗 For anyone trying to find a way to stop the effect from stacking, from the spawn actor Component there is a return value, you need to promote that to a variable. Infront of that spawn actor you need to get that variable and get an "?Is Valid" node from it. On the "is Valid" option leave it blank and on the "Is not valid" put the spawn actor node and other info.
k this needs a cup of coffee with the project opened to figure out every single code he mentioned.
but rlly thank U for this tutorial I rlly got benefited from this tutorial and I will use this way 2 much in my game
I would love to see a full tutorial on how you set up everything in the final showcase. Monster AI, the UI's, collisions, all of it. I know it would be like 30 Part series but I'd watch haha
I'm gonna start working on spells for my game soon so this is great timing!
Awesome, this is very helpful, I was using them wrong.
YES!!! I’ve been looking for how to do things like on fire and how to deal with that along side damage types.. Thank you!! Well, I haven’t watched your video, so you might not cover what I need.. But, I just HAD to share my excitement 😁
Man I swear, all of your tutorials come out right when I need them!
Ok, NOW I have watched it. It's brililant.. I will have to watch this video multiple times before I will fully understand it. A lot is going on with components and interfaces and what have you... But this is something I need... I would love if you could go all the way with this, and show how to add the stun and blind, and maybe knockback :-) Even the damage numbers too.. I have been searching for this for years now, and I can tell you, that there arent any good videos on this on youtube.. So you actually have a chance to fill a whole here.. Good job! I will try this out very soon! you are the man Ryan!!! 👌
I have on my list of potential series to revisit the ability system series with an updated take on it that centres around 3rd person action games that includes damage classes and status effects.
Don't when I would get to it though
@@RyanLaley This is still enough for a good starting point, then I will fumble my way to the other effects 🙂
Thanks for making all these videos! ❤️
This was exactly what I was looking for, thank you!
Brilliant Tutorial! I'm always waiting, with excitement, to see what you come with up next. Thanks so much for producing all this fantastic content!
Amazing topic! Great video as always!
you sir, are a wizard
Thank you for the informative video!
Gracias
Thank you so much I've needed this your a fu**ing life saver
Great video, I been trying to do this but couldn't figure it out much
Can you do another video (Part 2) on how we stun enemies or deal extra damage or damage multiplication depending on their Armour they're wearing?? Will be much appreciated
Hey Ryan, I've been really loving your videos as it's been helping me really get a move on with creating my game! I wanted to ask if you have or could do a tutorial on gold and exp increase once a mob is killed for the player that last hit that mob. That would be sooooooo fantastic but just a wish :P Keep up the great work!
There's a couple things I'm confused about. Firstly, why did we make the 'SetOnFire' function in the damage type if we used the Interface? Secondly, how are you triggering the stun on the enemy hit by the lightning spell?
Super nice video. Thanks!
Does this work for multiplayer?
Really awesome
Hello Ryan! I was wondering if you would know how to make a dialogue system similar to Life is Strange: True Colors? One where you scroll for your dialogue choice as well as a possible time limit for it? I'm wanting to create something similar with my game. As far as I've gotten is that maybe it's done through a widget blueprint but I can't be certain of course seeing as I've hardly any experience. Would be great to see something like that! I look forward to your content otherwise. Thank you!
Coming very soon
@ryan how hard is this to setup for multiplayer?
mine keeps burning my enemies until they die any tips?
Just curious, I'm messing around with the code and its looping quite a bit, how do you remedy this or what was the failsafe you put in? Maaaayyy of missed it :3 but other than that greaaat stuff. now have bleeds and poisons
applying "coating" to my weapons by making the damage type a variable, was hoping youd have some insight on the infinite looping when you strike them like where would I put a validated get or a is valid node? Thanks!
Bro u even do polymorph thank u bro 😭😭😭😭😭😭😭😭😭
Is there any way to prevent the effect stacking? when i set fire while its already lit, another fire actor spawns.
check if already lit before spawning
i'm sure i'd get my answer just by googling it. However, how "simple" will this be to replicate for multiplayer?
Have you figured this out ?
I know I have to multicast just doing it can't think how with a Event on hit
@@seupyrassic3144 I haven't tried yet.
This is great! I need something like this for my zombie game. But first...Ryan...anyone...I have the zombies following the player. Now I need them to run through their attack animations. As it is, they just stand there looking mean and ugly.
Any tutorials out there that can help?
Thanks!
Unreal itself has a ton of TH-cam tutorials on their channel.
@ Yes, but I am having a hard time finding tutorials on one particular aspect of animation. I can't believe it's that rare or difficult.
I want to add a chain of animations to a game for an NPC. Not to the player character; not the sequencer. For a game.
For example, a guard on duty atop the wall of a castle. He walks 10 yards or so, stops and looks out over the horizon, scratches an itch, walks back a ways, looks out and sees the Player and shouts the alarm, etc. This would be an animation that the PC would trigger and see, then decide what to do.
Or maybe a deer in a forest. Walks down to a stream, looks around warily for danger, stoops and gets a drink, looks up and sees the PC, then runs off. Again, an animation that the PC would trigger and observe.
Remember the Kite Demo that Epic Games released a while back? The kid ran, bent over breathing heavily, looked up, started walking again, then broke into a run. Could that sequence of animations be linked to an NPC that player characters could trigger?
Thanks!
@@d_Howard You could always just trigger the behavior, maybe have a point of interest, if interacted play montage on a do once with a delay reset or something.
@ Yeah, that much I get. What I can't figure out is how to string several different animations together smoothly.
For example, I have an animation of a deer walking. How to I add to it to get it to stop walking? Then look around, bend over and drink, etc.
Do I need to trigger each one separately?
Also, will a montage work during gameplay?
@@d_Howard So I'm going to suggest watching a bit from Coqui Games on his animal behavior kit (also well worth buying, but regardless). He gives really good tutorials on how to work with his system, which may better explain a good and fairly optimized approach as he walks through how to change his system. I'd then use wtf is channel to fill in what each of the things he's using are, and in the end, if you make it somewhere purchase his pack on appreciation of the work. I'm not affiliated or paid to say any of this, just appreciate his stuff as it helped me fill in on this better.
how can i prevent effects to duplicate on the same actor.
Use a Branch
Could you expand on this? would you put it in the component after 'SwitchonEStatusEffect'? using a boolian 'IsBurning?' and setting it to true? if so, how would i know when its destroyed? is there a node I could use? Im just throwing somthing out there @@leonelsandoval987