Casavult wrote: ↑
Tue Feb 04, 2020 3:39 am
Looking good. Is there a playable demo?
Thanks man for the compliment. I am almost finishing the first episode of this game, which will come with many missions, for both single player and multiplayer. I will release the full version to purchase at the same time a free demo for people to testout the game, on PC, PS3 and Xbox360.
Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple.
On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).
So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).
And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.
Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.
It's that simple!