For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
There is a function called "Get Timer Remaining Time by Handle" which you can use to see how much time is left in your auto fire loop. Then you use that to add a delay just before calling cease fire. This will keep you from being able to fire slightly quicker if timed right. You can then also connect the "Ongoing" trigger so that if you pull down the trigger again it will just keep firing. But this will cause your semi-auto to also fire like it's full auto, so you'll have to change it to only allow firing again after canceling
Will you be covering attachments for weapons? In real-time like crysis does would be cool. The player looks side on at the gun in FPS mode. You can click certain spots on the weapon, where you want attachments or not.
I like your tutorials very much and i have a question. Are you going to make a tutorial for an ammunition system? I tried one of your older tutorials, but you use a bit different weapon system there, so I´m absolutly lost. Thank you for all your work!
hi sir, will you make video about advance ammo system like you once did, but this time compatibile with the newest weapon system? I would love to see that.
@@ChideraOkafor-t3j Unfortunately I'm having to work 7 days straight during my transition to a new job. This means I'll soon have more time to work on Pitchfork stuff but this won't take effect until at least next week, but there are very exciting times ahead both for Pitchfork Games and Pitchfork Academy! We're also aiming to release our first game by years-end so please stay tuned!
i have an issue. i try to make the fire rate faster (0.1sec) but it seems my full auto weapon keeps shooting even though i stopped pressing the mouse button.
@@PitchforkAcademy ah right x) well im gonna play around with the code tomorrow to see if there's anything I can do even though I'm still super new to UE ^^. Thanks for the tutorials though!
@@PitchforkAcademy I FOUND THE SOLUTION! i'll try my best to explain here ^^' the -> means to connect to the next part. so from the "switch on enum_firemode" ("full auto") -> "set can fire again? (make it false)" -> "check can fire(drag boolean line to an AND boolean, and connect the "is firing boolean to the AND")" -> "branch" (the condition of this should be the AND boolean) From branch (if true) -> "Fire" -> "delay" (duration should be from the current weapon and its fire rate) and from here loop from here (delay) back to the branch! from branch (if false) -> "set can fire again?(make it true)" hope you understand me x) ^^' this also makes it so that any fire rate is possible since where looping it in that small area ^^
@Hyp3r_Gh0st That's not going to allow the functionality that I describe in the video. If the player releases the trigger then pulls it again very quickly, the weapon should keep firing..
it'd be cool if you could make some weapons support 2 fire mode that you could switch between them, like rifle could either Burst or do full Auto and difference would be Burst is More accurate and less recoil and full auto would have higher recoil
so can i follow along with your seperated TP and FP mesh tutorial that has a weapon system, or will i need to follow the one in the description and integrate it with the separated mesh series? Like is the weapon system in the separated mesh tutorial the same that is in the one in the description? Im trying to figure out the best way about following the separated mesh series but have the functions of this tutorial as well as some of your other tutorials recently.
@@PitchforkAcademy i understand that, what im wanting to know is if i continue that series with its weapon system can i add these features to it? Are they the same weapon systems? If not can i add the ultimate weapon system playlist into the multiplayer series so i can add these features?
@JenisixR6 That series already has an episode with this stuff in it... But to answer your question, pretty much any system can be made to work with any system, you just need to learn how.
@@PitchforkAcademy I mean like with video or picture, for example many youtubers have discord where we can directly ask them question, Im asking this cause I didn't found your subreddit useful
@YoriPlayzz_Official I have a Discord which is accessible via Patreon, but it's not so you can contact me directly, as I'm very busy, but more so you can connect with the community for help and hanging out. Of course if I see a post and have time I some times offer help, but I can't be everywhere for everyone all the time...
Hey Mizzo. Instead of setting up the auto fire the way you did, I just moved the Full auto node off the Fire-mode ENUM switch to go to the same one as the semi auto. I also put both the started and ongoing node connected at the beginning off the IA. The delay there set to the rate of fire seems to be working fine even with replication. I'm still kind of new to UE but can't see any issues doing it this way?
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
Mizzo is the goat for learning about shooters in unreal just keep going man love your work
There is a function called "Get Timer Remaining Time by Handle" which you can use to see how much time is left in your auto fire loop. Then you use that to add a delay just before calling cease fire. This will keep you from being able to fire slightly quicker if timed right. You can then also connect the "Ongoing" trigger so that if you pull down the trigger again it will just keep firing. But this will cause your semi-auto to also fire like it's full auto, so you'll have to change it to only allow firing again after canceling
Thanks so much for this tutorial. Seriously, I could not figure out auto fire for the life of me.
Will you be covering attachments for weapons?
In real-time like crysis does would be cool.
The player looks side on at the gun in FPS mode. You can click certain spots on the weapon, where you want attachments or not.
Thanks for the tut. If you make a custom event with a clear and invalidate time and plug it into on completes or canceled - that works :-)
I like your tutorials very much and i have a question. Are you going to make a tutorial for an ammunition system? I tried one of your older tutorials, but you use a bit different weapon system there, so I´m absolutly lost. Thank you for all your work!
hi sir, will you make video about advance ammo system like you once did, but this time compatibile with the newest weapon system? I would love to see that.
thx dude, but we do need an aiming system for third person so we can use the weapons accurately
Broooooooo
I love you 😭
No Diddy tho
Where you been bro it's been 9 days
Ive been missing the content 😭
@@ChideraOkafor-t3j Unfortunately I'm having to work 7 days straight during my transition to a new job. This means I'll soon have more time to work on Pitchfork stuff but this won't take effect until at least next week, but there are very exciting times ahead both for Pitchfork Games and Pitchfork Academy! We're also aiming to release our first game by years-end so please stay tuned!
i have an issue. i try to make the fire rate faster (0.1sec) but it seems my full auto weapon keeps shooting even though i stopped pressing the mouse button.
@@Hyp3r_Gh0st Try changing the multiplier on the second timer to 0.8...?
@@Hyp3r_Gh0st Like I said in the video, the system's not perfect... 😬
@@PitchforkAcademy ah right x) well im gonna play around with the code tomorrow to see if there's anything I can do even though I'm still super new to UE ^^. Thanks for the tutorials though!
@@PitchforkAcademy I FOUND THE SOLUTION! i'll try my best to explain here ^^'
the -> means to connect to the next part.
so from the "switch on enum_firemode" ("full auto") -> "set can fire again? (make it false)" -> "check can fire(drag boolean line to an AND boolean, and connect the "is firing boolean to the AND")" -> "branch" (the condition of this should be the AND boolean)
From branch (if true) -> "Fire" -> "delay" (duration should be from the current weapon and its fire rate) and from here loop from here (delay) back to the branch!
from branch (if false) -> "set can fire again?(make it true)"
hope you understand me x) ^^'
this also makes it so that any fire rate is possible since where looping it in that small area ^^
@Hyp3r_Gh0st That's not going to allow the functionality that I describe in the video. If the player releases the trigger then pulls it again very quickly, the weapon should keep firing..
it'd be cool if you could make some weapons support 2 fire mode that you could switch between them, like rifle could either Burst or do full Auto and difference would be Burst is More accurate and less recoil and full auto would have higher recoil
@@BrutalFoX. I'll try to do fire mode switching soon
@@PitchforkAcademy i appreciate it
so can i follow along with your seperated TP and FP mesh tutorial that has a weapon system, or will i need to follow the one in the description and integrate it with the separated mesh series? Like is the weapon system in the separated mesh tutorial the same that is in the one in the description? Im trying to figure out the best way about following the separated mesh series but have the functions of this tutorial as well as some of your other tutorials recently.
@@JenisixR6 That is a multiplayer series. This is an addition to the Ultimate Weapon System playlist.
@@PitchforkAcademy i understand that, what im wanting to know is if i continue that series with its weapon system can i add these features to it? Are they the same weapon systems? If not can i add the ultimate weapon system playlist into the multiplayer series so i can add these features?
@JenisixR6 That series already has an episode with this stuff in it... But to answer your question, pretty much any system can be made to work with any system, you just need to learn how.
Is there a way to ask you a question if we get an error following your videos ?
@@YoriPlayzz_Official You just did ask me a question. 😅
@@PitchforkAcademy I mean like with video or picture, for example many youtubers have discord where we can directly ask them question, Im asking this cause I didn't found your subreddit useful
@YoriPlayzz_Official I have a Discord which is accessible via Patreon, but it's not so you can contact me directly, as I'm very busy, but more so you can connect with the community for help and hanging out. Of course if I see a post and have time I some times offer help, but I can't be everywhere for everyone all the time...
Kindly create a Battle Royal or Arena Game Tutorials Series..❤
@ajitsinghyadav1725 Maybe some day. We are doing a battle royal death circle tutorial very soon...
@@PitchforkAcademythanks keep it both TPP n FPP
@@ajitsinghyadav1725 Uhh, what?
@@PitchforkAcademy TPP (Third Person Perspective) switching into FPP (First Person Perspective)
@@ajitsinghyadav1725 You're not asking for much 😅
🔥
Hey Mizzo. Instead of setting up the auto fire the way you did, I just moved the Full auto node off the Fire-mode ENUM switch to go to the same one as the semi auto. I also put both the started and ongoing node connected at the beginning off the IA. The delay there set to the rate of fire seems to be working fine even with replication. I'm still kind of new to UE but can't see any issues doing it this way?
Jesus loves you
@@Blossom_777 I'm an atheist but thanks for the sentiment 🙂