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The Mapcore Mod Team

  • Sprony
  • October 10, 2014 at 7:07 PM
  • TheOnlyDoubleF
    • November 13, 2014 at 8:50 PM
    • #121
    Quote from blackdog

    Ye about that, to not feel like we are copying Alan Wake/Alone In The Dark I thought to propose a sort of electric/chemical gun to kill the alien matter, instead of light… but that would kill the whole nice concept of having to restore power to the ship and clear massive areas.

    Yes but I'm not especially talking about a gun but just a simple gameplay mechanic like the link to move and grab object in "A story my uncle".


    Here's the game:

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    And think about the fact that an AI could be real awful to do.


    If we can agree on this, we could have some first ideas about what to do with it in level design

  • AlexM
    • November 14, 2014 at 12:04 AM
    • #122

    Yup it looks that way. It seems like it's good to get the heavy work done on a base blueprint object in c++ then allow designers to extend it via blueprints.


    It gels quite well.

  • Gooby
    • November 14, 2014 at 12:15 AM
    • #123
    Quote from TheOnlyDoubleF

    Ye about that, to not feel like we are copying Alan Wake/Alone In The Dark I thought to propose a sort of electric/chemical gun to kill the alien matter, instead of light… but that would kill the whole nice concept of having to restore power to the ship and clear massive areas.


    Yes but I'm not especially talking about a gun but just a simple gameplay mechanic like the link to move and grab object in "A story my uncle".


    Here's the game:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    And think about the fact that an AI could be real awful to do.


    If we can agree on this, we could have some first ideas about what to do with it in level design


    that looks like spiderman

  • Sentura
    • November 14, 2014 at 3:47 AM
    • #124
    Quote from tomm

    I'd go for something psychological, maybe you'd play a guy that just got a terrible car accident, and now he's in coma, stuck in his weird world, trying to make sense of it and slowly uncovering some information about who he is etc..


    I'm weird.


    You mean basically the story behind Driver: San Francisco?


    This thread seems like too many cooks.

  • SuperDuperYeah
    • November 14, 2014 at 8:15 AM
    • #125
    Quote from AlexM

    Yup it looks that way. It seems like it's good to get the heavy work done on a base blueprint object in c++ then allow designers to extend it via blueprints.


    It gels quite well.


    Yeah that's basically what's happening on my current game team. Everything can be done in blueprint gameplay wise... not back end wise though. One of our programmers is trying to incorporate the UE4 online subsystem ? Have you glanced over that stuff by any chance.

  • AlexM
    • November 14, 2014 at 2:45 PM
    • #126

    A little bit. What's the issue though? Is setting the stuff you want to work online to replicatable not happening?

  • Seldoon182
    • November 14, 2014 at 4:37 PM
    • #127
    Quote from TheOnlyDoubleF

    Ye about that, to not feel like we are copying Alan Wake/Alone In The Dark I thought to propose a sort of electric/chemical gun to kill the alien matter, instead of light… but that would kill the whole nice concept of having to restore power to the ship and clear massive areas.


    Yes but I'm not especially talking about a gun but just a simple gameplay mechanic like the link to move and grab object in "A story my uncle".


    Here's the game:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    And think about the fact that an AI could be real awful to do.


    If we can agree on this, we could have some first ideas about what to do with it in level design


    Can't stop thinking about Xen.

  • blackdog
    • November 14, 2014 at 7:09 PM
    • #128
    Quote from Sentura

    This thread seems like too many cooks.

    Well it's just brainstorming, guess no one wants to the first random idea right?

  • SuperDuperYeah
    • November 15, 2014 at 12:59 AM
    • #129
    Quote from AlexM

    A little bit. What's the issue though? Is setting the stuff you want to work online to replicatable not happening?


    That seems to be working as fas as I know with the in engine simulation (change the number of clients and enable dedicated or listen server). One of our programmers is setting up the whole lobby system and I think he's been a little overwhelmed by how dense UE4's architecture can be sometimes (he's been learning it progressively). So basically... it's just where would he start if he wanted to take a stab at implementing that ? Online subsystem seems to be the way to go but I know you can call some command lines from blueprint that would be able to emulate that (like... server travel, join and open IP) in a quick and dirty way for some simple playtesting. (I think we should move over that conversation to messages just not to stack up this thread).

  • AlexM
    • November 18, 2014 at 3:03 AM
    • #130

    I think your buddy probably knows more than I do. I ran into my first big wall with u4. Maybe you can help me out. Why is it when I set a function as public in a blueprint am I still not able to call it if that blueprint is a variable in another blueprint? That's essentially a private function.

  • Pampers
    • November 18, 2014 at 5:07 PM
    • #131

    I can help you if you explain a bit more what you want to do

  • AlexM
    • November 18, 2014 at 11:14 PM
    • #132

    Were you talking to me or super?


    I've figured it out. It looks like the short story is that you shouldn't try to do everything in blueprints. You have more freedom if you make the base class in c++ first. If you are only working on the project by yourself then blueprints might be fine then.


    Other than that there's always interfaces. That seems to be the magical glue that allows C++ to deal with something implemented purely in blueprints. Assuming you define the interface in C++.

  • Pampers
    • November 18, 2014 at 11:52 PM
    • #133

    I was talking to you glad you fixed it

  • SuperDuperYeah
    • November 19, 2014 at 8:53 AM
    • #134

    Hey Alex ! Glad you could fix that thingy. Here's how I would've done it:


    Well... okay if I'm trying to call a function on another actor and I have a reference to it in another BP I would cast that actor to its specific blueprint class and then in the contextual menu (when you drag out the pin "as something_C") look for the function you want to call on that actor and execute it.

  • AlexM
    • November 19, 2014 at 3:30 PM
    • #135
    Quote from SuperDuperYeah

    Hey Alex ! Glad you could fix that thingy. Here's how I would've done it:


    Well... okay if I'm trying to call a function on another actor and I have a reference to it in another BP I would cast that actor to its specific blueprint class and then in the contextual menu (when you drag out the pin "as something_C") look for the function you want to call on that actor and execute it.


    Yeah I noticed that too. I was also a little confused at first because when I was adding members I was actually adding them from the class section rather than the actor reference (purple rather than light blue) and was wondering why they would cast


    It's too bad you can't do that in c++ on a blueprint authored class but it's also understandable.

  • blackdog
    • November 20, 2014 at 10:41 AM
    • #136
    Quote from AlexM

    I've figured it out. It looks like the short story is that you shouldn't try to do everything in blueprints. You have more freedom if you make the base class in c++ first. If you are only working on the project by yourself then blueprints might be fine then.

    I think this was explained in one of the very few videos I watched from their yt channel 8-)

  • AlexM
    • November 20, 2014 at 7:35 PM
    • #137

    Really? They certainly didn't mention it in the programming yt video :X

  • blackdog
    • November 25, 2014 at 4:42 PM
    • #138

    I remember watching the first couple of these, so should be there

    http://www.youtube.com/playlist?list=…dzfW1tUV4jU0YxH

  • AlexM
    • November 25, 2014 at 5:36 PM
    • #139

    you sure they werent talking about blueprint classes? I'd be surprised if they talked about it there.


    if they did, bad organization because they make no mention of it in the actual programming videos

  • blackdog
    • November 26, 2014 at 12:43 AM
    • #140

    You might be right, watched that two months ago…

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