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
I need to redo your tutorials, they are so thorough, I am struggling with other players not seeing me aim and sprinting again in my project (third person though). It is so confusing with the ABP logic in multi :O
The steam thing is amazing, thank you! I would also like to request a charge upp firing mode. Hold to charge upp attack, fire on released. I've tried a couple tutorials but nothing works well replicated.
if im not mistaken this is your FP arms and TP Body tutorial series correct? Believe i am going to take a dive into this series for one of my new projects, looking good!
@@PitchforkAcademy ok no problem, i was watching 1.1 for 5.4 tutorial and me and many others have ran into issues with attaching the gun to the 3P mesh, i think it was from their latest 5.4 update that happened a few days ago, would you know why this occurs?
Anybody else have an issue where Full Auto will randomly break firing altogether? I assume it's somehow not setting Can Fire back to true since the other guns won't fire after it happens. Also happens if you aim with the full auto rifle.
@@PitchforkAcademy Well that was my initial thought. But I looked also neither of the other fire modes have this issue, even with aiming, and sometimes it happens sooner than other times which to me sounds like a race condition. I'm gonna cycle back around to it, but I'll let you know if I figure it out.
@@PitchforkAcademy Ok so to fix it I basically fed the Clear and Invalidate Timer for the Auto Fire into a Delay of the equipped weapons fire rate and then from there set Can Fire? to true. I think the issue was that if you let go of the trigger at some point after Can Fire? had been changed to false, but before the timer event is triggered, then the firing never happens so Can Fire? never gets set back to true. So with this, it makes sure to set Can Fire? back to true after clearing the timer, but only after a delay so that they can't circumvent the fire rate.
Depending on how you want to implement it, you could adapt the weapons pickup tutorials, or maybe the weapon toggle one? So either on pickup play the animation and increase the health variable on-completion, or when you have the first aid 'weapon' selected and press fire, it does the healing animation and increases your health. Not fully sure it would work, but I think it might?
@@aegonrabies I already know how to implement animation and healing And health variable, One thing I'm not quite sure about is how to assign each UI health bar to whatever character player picks like l4d for example, player's HP bar is always left down corner and the others HP bars are ai teammates or other players
@@PitchforkAcademy take Left 4 Dead for example, health bars , Also ability to either heal yourself or teammates with a first aid kit , I already know how to assign health bars to each character but one thing I'm not sure about is let's say I switch character that it's health bar is In the middle but when I switch its health bar will still remain in the Middle but I want player's HP bar to always be bottom Left Conner with a bigger size on their own screen , it's kinda hard to explain,Just take a look at the game you'll understand it better
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
Amazing! Have had fire modes on my to-do list for my tps game for a while! Will definitely be adapting this into it! Sick stuff as always!
Mizzo is king ❤❤❤❤
I need to redo your tutorials, they are so thorough, I am struggling with other players not seeing me aim and sprinting again in my project (third person though). It is so confusing with the ABP logic in multi :O
I'll try to do a quick part about aiming and sprinting today. 🙂
@@neXib Oh, I forgot that we already did that in Part 7 at about the 12min30sec mark:
th-cam.com/video/UzYd0X9OUUI/w-d-xo.html
@@PitchforkAcademy Oh thanks, I'll go check it out!
@@PitchforkAcademy Managed to fix it all, thanks again. I was using a equipped state that I hadn't replicated among other issues.
The steam thing is amazing, thank you!
I would also like to request a charge upp firing mode. Hold to charge upp attack, fire on released. I've tried a couple tutorials but nothing works well replicated.
@@HumiIiation I'll put it on the list!
if im not mistaken this is your FP arms and TP Body tutorial series correct? Believe i am going to take a dive into this series for one of my new projects, looking good!
@@JenisixR6 Yep!
@@PitchforkAcademy great gonna begin it tomorrow! also just curious does your form of replication take in account for latency?
@@JenisixR6 No, it's just basic replicated blueprints logic...
@@PitchforkAcademy ok no problem, i was watching 1.1 for 5.4 tutorial and me and many others have ran into issues with attaching the gun to the 3P mesh, i think it was from their latest 5.4 update that happened a few days ago, would you know why this occurs?
@@JenisixR6 I'll take a look when I have time
Hi pitch! Do you plan on making any third person combat tutorials, swords n stuff
@yonatanghebrehiwot4215 Definitely some day! I'm a massive Dark Souls fan...
Anybody else have an issue where Full Auto will randomly break firing altogether? I assume it's somehow not setting Can Fire back to true since the other guns won't fire after it happens. Also happens if you aim with the full auto rifle.
@@HappyPantz Maybe you're setting canfire? to false somewhere and not setting it back to true? Let me know if you figure it out!
@@PitchforkAcademy Well that was my initial thought. But I looked also neither of the other fire modes have this issue, even with aiming, and sometimes it happens sooner than other times which to me sounds like a race condition. I'm gonna cycle back around to it, but I'll let you know if I figure it out.
@@PitchforkAcademy Ok so to fix it I basically fed the Clear and Invalidate Timer for the Auto Fire into a Delay of the equipped weapons fire rate and then from there set Can Fire? to true.
I think the issue was that if you let go of the trigger at some point after Can Fire? had been changed to false, but before the timer event is triggered, then the firing never happens so Can Fire? never gets set back to true. So with this, it makes sure to set Can Fire? back to true after clearing the timer, but only after a delay so that they can't circumvent the fire rate.
@@HappyPantz This is great timing because I'm re-recording this tutorial for the ultimate weapons system playlist this week. Thank you!
Hello
Good tutorial, one question, will you continue with the First-Person Shooter tutorials but without the multiplayer, greetings
@angeltrujillo426 If you're referring to the True First-Person Series, probably not, but I will be redoing that content from scratch one day.
I haven't been following the series In a Long time,but are you planning to add healing with first aid + UI by any chance?
Depending on how you want to implement it, you could adapt the weapons pickup tutorials, or maybe the weapon toggle one? So either on pickup play the animation and increase the health variable on-completion, or when you have the first aid 'weapon' selected and press fire, it does the healing animation and increases your health. Not fully sure it would work, but I think it might?
@@aegonrabies I already know how to implement animation and healing And health variable, One thing I'm not quite sure about is how to assign each UI health bar to whatever character player picks like l4d for example, player's HP bar is always left down corner and the others HP bars are ai teammates or other players
@@BrutalFoX. It sounds like a very specific request. It interests me, but I don't fully understand what it is you want...
@@PitchforkAcademy take Left 4 Dead for example, health bars , Also ability to either heal yourself or teammates with a first aid kit , I already know how to assign health bars to each character but one thing I'm not sure about is let's say I switch character that it's health bar is In the middle but when I switch its health bar will still remain in the Middle but I want player's HP bar to always be bottom Left Conner with a bigger size on their own screen , it's kinda hard to explain,Just take a look at the game you'll understand it better
Will I get the project files on your Discord if I take the pateron?
No, I prefer to encourage people to make everything themselves.