TPSCS Guide V 1.2.1

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TPS Character System Guide
Guide for Product Version: 1.2.1
Introduction
Guide Overview
Controls Mapping
Weapons System
Weapons System Overview
Customize Primary & Secondary Weapons
Customize Without Weapon State
Creating New Weapon
Creating New Weapon Blueprint Class
Weapon Blueprint Class & Skeletal Mesh Customize
Character Skeletal Mesh Customize
Weapons Customize
Basic Weapons Settings
Weapons Type
Recoil Settings
Recoil Recovery Settings
Spread Settings
Weapon Damage Settings
Take Damage Logic
Recoil & Spread Coefficient Settings
SFX & Sound Settings
Weapons Pickup
Player’s Camera
Player’s Camera Overview
System Structure
Customize Tranzition Camera Modes
Customize Camera Shakes
Cover System
Cover System Overview
Customize Covers Analyzer. Covers Settings
Customize Climb & Jump Over Movement
Main Menu
Setup Main Menu
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Introduction
Thank you very much for purchasing TPS Character System.
The product was developed as complex system, which includes main gameplay mechanics
of game character.
The product will be constantly improved.
Please send all suggestions for improvement or new functionality, as well as bugs to the
mail or fill out the form below.
Contact Email: gameparts.main@gmail.com
Bugs & Feedback Form: https://goo.gl/forms/sqi47j7w89iVZUth2
Guide Overview
This document describes how to customize each of the three main systems. The principle of
operation system is not described in the guide. All blueprints complementing comments and
the principle of operation will be clear when analyzing the blueprints themselves.
The document is divided into three parts: weapons system, player’s camera and player’s
locomotion with covers system.
Controls Mapping
Shooting: R2 (PS4 / Xbox), Left Mouse Button
Mini Zoom: L2 (PS4 / Xbox), Right Mouse Button
Reload Weapon: Square (PS4), X (Xbox), R keyboard button
Crouch: Circle (PS4), B (Xbox), C keyboard button
Climb / Jump Over: X (PS4), A (Xbox), Space keyboard button
Character Movement / Camera Movement: Left / Right Stick (PS4 / Xbox), Mouse
Swap Weapon: TAP Triangle (PS4), Y (Xbox), Q keyboard button
Hide Weapon: HOLD Triangle (PS4), Y (Xbox), Q keyboard button
Pick Up Weapon: HOLD Square (PS4), HOLD X (Xbox), E keyboard button
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Weapons System
Weapons System Overview
Weapons System includes the following game mechanics:
Various Weapons Types. Supported auto, burst, single and autosingle weapons
type.
Recoil. Weapon can deviate vertically and horizontally, relative to a settings of a
recoils curves.
Recovery Recoil. Weapon have a functional of return to starting position after
shooting stopped.
Spread. Feature of bullets spread . Has a dependence on a rate of fire.
Recoil and Spread Coefficients. System of coefficients depend on a state of game
character (floor, crouch, mini zoom, walk end etc). Coefficients allow to increase or
decrease recoil and spread of weapon.
Weapon Target System. The system dynamically determines to aim a character
and turns a weapon in this direction and sets character's off-set.
Front Checker System. Systems solve the problem of shooting from jamb of wall.
Damage System. Calculates a damage relative to a distance.
SFX and Sound System. Creates a sound of a shot, a sound of a hit, effect at a
point of hit and a muzzle effect.
Customize Primary & Secondary Weapons
The weapons system supports primary and secondary weapons. Weapons slots can be
customized in BaseCharacter setting in Weapon setting group.
Customize Without Weapon State
Also can be set start state of the character: with weapon or without weapon.
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Creating New Weapon
Creating New Weapon Blueprint Class
To creating a new weapon class, you need to go to the directory TPSCharacterSystem -
BluePrints - WeaponsSystem.
In this directory the elements are: WeaponsSystem Component (component that
controls the logic of weapons system, connects to the player's controller),
WeaponSettings structure (structure describing a settings of weapon) and folders with
weapons classes and curves for customization.
To creating a new types of weapon it is necessary to inherit a new class from the base
class of weapons - BaseWeapon. Put the blueprint in a new folder and create new
settings curves (for example, see how it was done for auto arifle).
Spawn weapons in a hands of game character there is in the blueprint Base Character in
section SPAWN WEAPON & CREATE PLR'S HUD.
Weapon Blueprint Class & Skeletal Mesh Customize
SkeletalMesh in a weapons blueprint class must be properly configured.
SkeletalMesh Root should be located in DefaultSceneRoot и and coincide with the
place for which this weapon will be held by the character.
Root of Main Arrow component should be located on one vertical with
DefaultSceneRoot and SkeletalMesh Root.
Main Arrow should be directed along the line of gun barrels, while indicating the
direction of shots.
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There are should be two sockets in weapons SkeletalMesh:
Muzzle Socket. In place of the socket, where muzzle sfx is created.
L_HandSocket. Required for animated blueprints, so that a character's left hand
always holds a gun for this place.
Character Skeletal Mesh Customize
A Сharacter SkeletalMesh must has a Gun Socket with certain settings (see screenshot
below).
Weapons Customize
Weapons must be customize in from an inherited class. The settings there are in a
structure of Weapon Settings.
Basic Weapons Settings
Fire Rate. Rate of fire. Number of bullets per minute.
Clip Size. Number of cartridges in clip.
Ammo Size. Total number of cartridges for weapon.
Reload Time. Reload animation corresponds this parameter. For correctly
determine a duration of a reload animation, necessary set default time of an
animation montage, which using for reload weapon. This parameter can be set in
anim blueprint, in reload section.
Shooting Max distance. How far the weapon can shoot. This parameter affects
spread.
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Weapons Type
The Weapons System supported various weapons types. Weapons types is determined
by the parameter Shooting Type.
Auto Fire. Continuous shooting with a clamped trigger.
Single Fire. A weapon that fires single shots. Play animation twitch shutter after
each shot.
Auto Single Fire. A weapon that fires single shots. A cartridge in a barrel is brought
automatically after each shot
Burst Fire. Several shots for one click of the trigger. In this case, with a rapid
successive second push - a weapon remembers that it is necessary to produce a
second shooting cycle. This weapons type is determined by the parameters:
BurstFirePause (delay between turns) and BurstFireShotsBeforePause (shots in
one turn)
Recoil Settings
The setting of a weapon's recoil is set by 2 curves.
WeaponClassName
_RecoilVertical. The curve represents a dependence of a
vertical deviation angle on a shooting time.
WeaponClassName
_RecoilHorizontal. The curve represents a dependence of a
horizontal deflection angle on a shooting time.
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Recoil Recovery Settings
A weapon return to starting position after shooting is configured by the following
parameters.
Recoil Recovery Vertical Speed. Recovery speed vertically.
Recoil Recovery Horizontal Speed. Recovery speed horizontal.
Recoil Recovery Delay. After delay return of weapons will start.
Spread Settings
The mechanics of spread is based on the logic of spread energy.
At the beginning of shooting the weapon have maximum value of spread energy, which
is equal to 100. During shooting, spread energy drops. It depends on a energy curve
SpreadEnergyCurve. The curve describes a energy reduction relative to a current
energy.
The spread of bullets can be setup on spread angle. The angle is determined from a
curve SpreadAngleCurve depending on a current energy level.
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Weapon Damage Settings
Damage Amount. Base damage per one bullet.
Damage Coefficient. Dependence on curve of distance damage.
Take Damage Logic
Damage value is transferred to the event Take Damage from weapons system
component, Create Trace & Damage System & SFX & Sounds Graph, section TAKE
DAMAGE. After it processed in BaseCharacter blueprint. If you wish, a transferred
damage variable can be connected to a different damage & heath system.
Recoil & Spread Coefficient Settings
During shooting, certain logic calculates recoil and spread. After this, obtained recoil
value and spread value are multiplied by the coefficients. The coefficients depend on a
character's states.
Spread Floor Blind Coefficient / Recoil Floor Blind Coefficient. Use when a
character has standing position.
Spread Floor Minizoom Coefficient / Recoil Floor Minizoom Coefficient. Use
when a character has standing position and has state minizoom.
Spread Crouch Blind Coefficient / Recoil Crouch Blind Coefficient. Use when a
character has a crouch state.
Spread Crouch Minizoom Coefficient / Recoil Crouch Minizoom Coefficient.
Use when a character has crouch and has state minizoom.
Spread Move Coefficient / Recoil Move Coefficient. The last multiplying
coefficient. Use when a character is moving in any state.
Game Parts. TPS Character System Guide Page 8 of 12
SFX & Sound Settings
Hit Point SFX. The effect that will create in a place collision of line trace, where a
weapon gets bullet.
Muzzle SFX. The effect muzzle that will create in near of weapon's end barrel.
WeaponShotSound. The sound played in a weapon
HitPointShotSound. The sound is play in a place where line trace hits.
Weapons Pickup
The product supports pickup of weapons. There is bp class which located in
TPSCharacterSystem\Blueprints\PickUps folder. This class can be placed on a level. It
has one setting - Weapon Item Class (class of a weapon which will be spawned on begin
game).
Player’s Camera
Player’s Camera Overview
This system allows to change a statеs of a player's camera depending on any actions:
transition to sprinting, running, crouching, etc. The system operates with four camera
variables: Target Arm Length, Socket Offset, Target Offset, FOV.
System Structure
The camera system there is in the folder BluePrints - Camera. The logic of the work is in
AdvancedTPSCamera actor component, which connects to BaseCharacter. Settings for
camera mods are in CameraModeLib.
In section SET START CAMERA in BaseCharacter is logic of set start camera mode.
Also in this section you specify the parameters of the maximum vertical deviation angles.
If you need to add a new mode or remake an old one, the transitions between modes
are controlled by the logic in the event UpdateCameraState in CameraUpdater Graphs,
BaseCharacter blueprint.
Customize Tranzition Camera Modes
In modes settings, you can set a curve for transition. There are 2 types of transitive
curve: default and unique for transition from a certain mode. The logic of a camera mode
selection depends on a correctness of a name modes in CameraModeLibrary and a
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name of a curves. Consider example of CrouchIdle mode. This mode has 3 transitions
curve:
CrouchIdle_Default.Used to change camera settings in cases where the transition
to CrouchIdle from any other mode, except CrouchMiniZoom or CrouchWalk.
CrouchIdle_CrouchMiniZoom. Used when CrouchIdle mode camera goes from
CrouchMiniZoom.
CrouchIdle_CrouchWalk. Used when CrouchIdle mode camera goes from
CrouchWalk.
Correct spelling of a name of the curve:
ModeToWhereWeWantToGoFromModeFromWhereWeAreGoing.
When adjusting curves, it is necessary to take into account that the transition time from
one camera modes to another depends on the horizontal time scale.
Customize Camera Shakes
The camera system allows to create camera shakes for sprint and shooting. Sprint uses
CamShake_Sprint. Shooting uses CamShake_Shooting.
Cover System
Cover System Overview
The logic of the covers system is in CoverAnalyzer component, which is connected to
the player’s controller. The system uses traces for analyze level geometry and gives an
opportunity to use 2 possibilities: climbing and jump over.
In the first version of the product, mechanics are implemented only for low covers. In
future, you will add new features for this system.
Customize Covers Analyzer. Covers Settings
The system settings there are in CoverAnalyzer in the group of variables Cover Settings.
Low Cover Height (Default Value = 115). Height of low cover
Wall Height (Default Value = 130) Height of high obstacle. The possibility of climb or
jump over is disabled.
Cover Jump Over Depth (Default Value = 90). Maximal thickness of a cover, for
possibility of a jump over.
Cover Check Angle (Default Value = 0.2). The maximum angle of the character's
deviation from a cover
Game Parts. TPS Character System Guide Page 10 of 12
Customize Climb & Jump Over Movement
Cover Analyzer transfers variables for climb or jump over to BaseCharacter blueprint.
The logic of moving a character when climbing and jump over is in CLIMB and JUMP
OVER sections.
Moves of each type is divided into 2 parts, and uses set location node with time line
nodes. Each time line node uses time curve. A time in timeline nodes determines a
speed of movement in climb or jump over.
Main Menu
Setup Main Menu
In order for the main menu to function it is necessary to make 2 steps.
Connect a game instance with the function of launching & join session. This setting is
located in project settings - maps & Modes.
Need to add new strings in DefaultEngine.ini , whitch is located in
TPSCharacterSystem\Config.
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[OnlineSubsystem]
DefaultPlatformService=LAN
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