I tried getting rid of the semicolon and now I get even more errors? Help? I'm a bit confused. :( new code:// extend UIAction if this action should be UI Kismet Action instead of a Level Kismet Actionclass CameraMovement extends…
Good stuff, I really like it and admire all the time and tallent that went into making it. NICE WORK! BUT (there is always a but on polycount) there are some things that need to be changed, looked at, learned from and pondered. Most of my crits are about the human player models. - Face detail, sort of a blank…
I am a little disappointed they don't have mutli-player because that's what would have totally got me hooked. As single player it's still really fun. I like the idea they're going with the Torchlight MMO, though, where you pay for specific things instead of play time. In theory that can make this a much more casual MMO…
hey guys quick question, are there any servers specific you suggest I add usually every time I go into TF2 I just wait for the entire roll out list to come out, and then usually chose the one that has almost max players and usually thats ok but sometimes that hit or miss I would like to try out new maps and such but I dont…
No, I am not saying my submissions are better or anything, I am aware he is more talented. But I say that workshop should be meant for the players of the game. Because even dota2 and csgo have alot of talented designers that actually play the game. So yeah, I think if you started making stuff for DOTA2 and you werent…
I agree with oXYnary. I also feel like you really need to clarify what you mean about the controls. You say the builtin controls are clunky and you want something smoother, and the text describes responding to the player's intent and playing like the best FPS/first person brawler games. This is sort of contradictory but…
Pretty easy as you can fake a lot of stuff. Fight Games have combos and moves that require the player to press specific keys. The simplest code would be to deal damage when the key is pressed, to make it more advanced simply check the range of the other player and if he's near enough. To go further with combos add some…
Things like dirt/dust and wear can tell you and the player how something is used. Take a look at the carpet in an office builing that isn't new. The heavy worn paths from heavy foot trafic tells you where people walk every day. A rectangle of clean carpet shows you where the filing cabinet used to be. Buttons on keyboards…
What Abby3D said. You get your base for your character and build the armour as a separate object on top of it. But it depends on how you're implementing the armour. If a part of the original player model is still visible then you build each object separately. Eg. face is still showing and you have a hat on. But if you're…
You should go with the second method, everything the same except the stocks. I would also ensure that all attachments are on the same texture sheet. So that now matter how many variations of the shotgun there are, it always calls just one texture. I'm sure different games do it different ways. Multi-player games will have…