描述
Video preview: https://youtu.be/V4mylfzxRmI
This entire project is compromised of multiple smaller projects
1.Projectile system
2.Gun and attachment system
3.Third/TrueFirst person system
4.Damage system (With elemental effects)
Damage system:
Uses projectiles and stacking effects for burning targets, explosions, chain lightning and even freezing targets in place.
full expandable but these options were made for you out of the box ready to go! Includes reductions for flat and percentile amount, woven together with the projectiles to give damage falloff over distance traveled.
This is a complex projectile system it can do quite a bit. ill list off most of its options below
Demonstration: https://www.youtube.com/watch?v=z8zF28-ohwc
Penetration
- Projectile penetration based upon material hit
- Decrease the projectiles speed after a penetration
- change direction of travel after penetration
Ricochet
- Threshold based
- Material based
- random chance
- weighted chance
- bounce limit
Homing
- Track any actor
- track from projectile of player
- start/stop tracking options
- track based on distance
- track any part of the body (full customizable)
Projectile curve pathing
- Random axis to curve on
- set axis
- speed to curve
- distance of curve
Speed stages
- Change speed of projectile smoothly mid flight
- 5 speed stages any number can be used
- Smooth changes over time or instant
Explosives
- Random sized explosives
- Cluster area
- Growing
- Shrinking
- Multiple
- singular
- adds force to every explosion
- radial damage with falloff
Gravity
- Start/stop functions
- smooth change over time or instant
- 2 stages
- positive or negatives scale
Force
- Apply force to any physics object
- Mass calculation with speed
Black hole
- Suck in physics object with a black hole function
Chaos Destruction
- Bullets capable of chaos destruction for geometry collections
- random chance to spawn
- always spawn
Hit bullet
- Spawn any actor/Projectile at hit locations
Custom properties
- Data table based custom properties for any projectile so you dont need a million actors
- fully editable to add in any variables you need
Bullet hell options
- Child projectile spawning system
- Offsets
- Set pattern up to 21 bullets (Expandable)
- singular/multi shots with any function
- random angles
- set angles
23 in project examples of each feature and even more in the code for you to experiment with!
Best of all you can combine any numbers of these options together and edit even more of their sub options to create complex beautiful projectile systems for your games/simulations/movies and more.
With this system you can essentially make any projectile system you can think off. Want a stealth bomber to drop bombs that cause object to get blown away? you got it. Want your mage to cast down falling swords from the sky? make it happen. Need a boss to make a bullet hell shape for complex in depth player interactions? you can do it ALL.
Gun system:
Full on attachment system swapable in game live
Carry up to 3 attachments at once for various slots.
3 optics primary and secondary! toggle current optics!
3muzzles
3barrels
3 grips
3 stocks
3 mags (with their own ammo economy)
you can swap attachments in game that alter your guns feel!
Changeable Real life variables:
Gun weight
Caliber used
Barrel length (Affects range for linetrace)
Ammo in clip/max ammo/reserve ammo
Gun fire modes
Gun firing type (Line trace/physical projectile)
Bullet spread
Bullet speeds
Bullet drop
Gun name
Rounds Per Minute
Line trace drop
Fire modes:
Semi-auto
Burst fire
Full-Auto
Dual trigger action Semi-Auto
Dual Trigger Action Burst-Fire
Charged shot (4 Stage charging)
Alternating Barrels
Dual Fire Barrels
Assign 3 fire modes to each gun and swap between them in game
Fire type:
Physical projectile or line trace (Live swapping in game)
Single bullet from barrel
Single bullet with randomized spread from barrel
Multi-Bullet randomized spread from barrel
Multi-Bullet pattern from barrel with preset spread you can make and save! (you can make your guns shoot in a specific pattern like a cirlce, triangle or even a smiley face if you choose)
Ammo system:
A set system of checks to make sure your guns ammo is always in check and does not go into negative rounds and reloads are time based with fully fleshed out reserve/max ammo and clip size.
Sound/Muzzlflash:
Every single gun can have its own sound and muzzle flash via 1 single Data Table
Physical material system
- Physical material reactions
- over 25 materials pre setup for you!
- Comprehensive code packaged into a single easy to use component
- Various options such as bipedal, quadrupedal for footsteps or decal size, lifespan, rotations ect...
包含格式
- versions