I decided to change my custom camera to make it look more similar to MetalGearSolid4. I am happy with the final result, so now my game has more of that MGS feeling! Next step will be add the iconic solid snake's crawling animation!
Be like a Chameleon. Suprise your enemies by invading their base disguised as one of them, and kill them all without mercy! Just testing a new feature on #FursanAlaqsaGame for the stealth missions mode!
Fursan al-Aqsa Dev Blog #6 - Updated Models for IDF Soldiers
This article shows a small gameplay test of the new Updated Models for Israeli Soldiers running on Playstation 3, and a small "Behind the Scenes" of the creation of the new IDF Models:
This video shows the updated enemies AI in action, alongside the preview of a very fun new game mode: "Blow Them Up"
Let's frag!
In the next post I will reveal the tech detail of this new AI system I created using Kismet, the Visual Programming Language of Unreal Engine 3.
Cheers!
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udkultimate Xbox-HQ Elite Member
Joined: Sep 12, 2019 Posts: 249 Location: Brazil
Posted: Sun Feb 02, 2020 2:24 am Post subject:
Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies
In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3.
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!
Cheers!
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udkultimate Xbox-HQ Elite Member
Joined: Sep 12, 2019 Posts: 249 Location: Brazil
Posted: Sat Feb 08, 2020 6:49 pm Post subject:
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
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