
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)
New functionality added! Laser Guided with custom tracking
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
New mine functionality *** (pressure plate, Bouncing betty, Laser tripwire and Proximity)
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
Ramping up fire rate/down
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...