The zombie has audio responses for many of the events including when sensing a player, idling, wandering, chasing, getting hit, dying, attacking, etc. The AI is able to sense gunshots and footsteps and will attack the player on sight in a furious sprint. Zombie AIĮnemy AI wanders around the area during the night and moves towards noises made by the player. The animations are from the Animation Starter Pack, freely available on the Unreal Engine marketplace. On top of that AnimMontages are used to blend weapon reloading and equipping. along with a special “Idle Break” animation that is played whenever a player is idle for a small period of time. It includes sprinting, crouching, aiming down sights, weapon fire recoil, etc. The project includes an advanced animation blueprint setup for the player character. Any time you specify an AnimNotify in your animations you can implement this event in the EventGraph of the AnimationBlueprint for that character. One of the more advanced features included is the custom AnimNotify that calls for the exact moment during the animation we must switch the mesh from being in the character’s hands to his back or pelvis. These weapons can be carried on the character’s back (rifle) and pelvis (flashlight) using Sockets. Players spawn with an assault rifle and a flashlight.
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