Hi, thank you so much for the Tutorials. I am a Newbie and this is really helping me so much I cant describe it! But one thing that I did different than in this video, was implementing the logic with magazine size, current size etc. to the weapon classes (from previous videos), which I find much better. For example we created the interface "Fire" and there the current magazine size is being subtracted by one. All these attributes can be accessed from the "CurrentWeapon" Variable we created in earlier videos. Also in the Notifies and Widgets this can be easily accessed by casting to the "Character" -> "CurrentWeapon" -> etc. I found this way less complicated and less code (I am not sure if there is any drawback, but currently everything is working as expected). Mabye other viewers would like this way more. Thanks again for your time to create this videos!
Mizzo at 4:25 idk if you went back you didn't connect the -- and set ammo of weapon types so when you switch weapons or pick it up it sets it to 0 so Everyone make sure to do this and thanks for an amazing video series
I thiiiink I noticed that I missed ot later on, but you are absolutely right, the output pins of the -- nodes are supposed to be connected to the input pins on the set nodes. Whoops!
Regarding to your question. I don't have this problem. When I pick up the weapon, it is destroyed in the scene. I is added to my weapon selection. I can recall a weapon by num inputs or scroll the mouse. I did mine the same as yours, it just ended up like that I guess. I need to pickup more ammo as mine is not infinity. please assist with picking up and adding to ammo count. I get full magazine with each weapon pickup but need to carry additional ammo
After your previous video I took the time to make my own holster and current weapon system. I ended up with a system where you can hold one one handed weapon (pistol, smg) and one two handed (AR + everything else). You can holster both weapons and switch between them with animations between all. If you have a holstered pistol and pick up an smg, it will spawn the holstered weapon in front of you etc. HOWEVER, it is MAD spaghetti code. So I really wish I can find the best way to clean it up. I am however not sure about the optimized ways, macros, functions etc. so not really sharable I think.
You should check out my replicated two-weapon system and see if it helps to clean anything up. I can't promise everything is 100% best practice, but I think what I came up with is pretty clean. Let me know what you think! czcams.com/video/s6cItbr8zL0/video.html
Really wish i looked more closely thru this series before starting😅 just finished the ultimate weapon system playlist, and went here for the reload, just to see that it use the "old" system in this playlist. But yeah, repetition and doing it over is learning😅
@@PitchforkAcademy okay :) we only need two weapons for our game play, so followed the ultimate, but still need them to reload :) will just redo and go over to the 9video playlist.
@kimbalboa9398 Oh, damn! I did an ammunition inventory video and for some reason it wasn't added to the ultimate playlist! Here you go: czcams.com/video/40kBSMxhvSs/video.htmlfeature=shared
Instead of having an infinite ammo, when you pick up second pisto do a check to see if chara has a pistol equipee , destroy the actor and add x amount to total ammo, that way there wont be a bunch of duplicate guns laying on ground
hey there mizzo my animation montage is not working i was curious as to where you put the slot in the animbp it doesn't show anywhere you doing that and ive noticed there aren't any slots in the other tutorials to my knowledge you need a slot to play a animation montage Edit: sloved it for anyone looking put a deafult slot in front of use cached pose upper body anims it will get the animation to work
@@PitchforkAcademy any chance you can take a look at my comment on part 9 I've been stumped on that issue for days trying to fix it I've rebuilt that section multiple times and no luck id really appreciate it please and thank you
Hey Mizzo, small issue here // for whatever reason my automatic rifle keeps on firing -- the montage stops after I reach 0 but I'm still able to fire the weapon and I did it exactly as you did. I also tried changing it up a bit, adding a branch for 'ammo > 0' on different parts or even separate from the 'canfire?' bool.. still same issue, any ideas?
If it helps I did it a little differently, but it works. I made a 'Has Ammo?' Boolean variable, put the setting of it right after the input action for firing, used the same 'is Ammo > 0' logic, then I get that and put it into my 'Can Fire' logic. Pretty sure it's not a 'correct' way to do it, but I'm planning on having magazines that I can pick up and use for reloading. So when I get that set up I'll move the setting of 'Has Ammo?' into that, but for now it's there 😅
wonderful videos, you have taught me so much. I've been following your series for the most part, but I'm having a problem with the camera joining the animation when I reload. If you could help me, that would be amazing.
I have implemented a different system than this that works fine for checking ammo type and count but I can't seem to get the random ammo spawn to work on individual weapon pickups. It seems to only work by class. I think I need to add an array for spawned items to determine whether they have been dropped or not and other details that may need to be added later. I'm a noob so any advice would help.
@@PitchforkAcademy all good I didn't explain myself very well and I managed to figure it out now too :) I now have a second blueprint for each weapon that spawns a random ammount of ammo and when It's dropped it spawns a the normal blueprint with no random ammo spawn.
@CarpeDiem94 you can add the three random float in ranges to the end point of any trace, yes. Maybe I'll record one about adding them to the TFPS series soon...
Hi, MizzoFrizzo. I hoop you are doing okay. Don't know why my animation montages are not playing but Pistol or other animations are playing. I double-checked all these videos. but still facing this problem. Please help.
can you help me bro? what variable i have to make to stop reloading weapons when i fire, stop reloading when the ammo is full, stop reloading when the ammo is out, stop reloading when im not in fire ??? cause i press reload button and the weapon reload all the time, so how i can stop that? thank you so much.
Hey MizzoFrizzo! I know most of what I know from this series/dicking around, but... after SpawnWeapon and Is Valid, couldn't you do a switch on weapon type and if has AR is true and pickup type is AR, then kill the operation there? and then the same for pistol? I think this only works if you have only one kind of pistol or one kind of AR and can only care one pistol and one AR (not two pistols or two ARs)
Amazing Tutorial ! i dont know why but my "play montage" node doesnt work. and also the "editing retarget pose" button doesnt just show up. Can you help me abt this ??
Hello MR MizzoFizzo, i think i fixed the spawn problem, on weapon spawn after "IS VAILD" i drag a sequnce with two branch , then zero for "HAS PISTOL?", then 1 for "HAS ASSULT RIFLE", both of the branch from false i put it on spawn actor, from true i but in destroy actor, i hope it work
Thanks a lot, man! Everything in this series has been properly explained, which means I was able to modify the way everything works to my liking.
If you make an each loop node for each weapon in the start of the game and set ammo for each one it can maybe work
Hi, thank you so much for the Tutorials. I am a Newbie and this is really helping me so much I cant describe it! But one thing that I did different than in this video, was implementing the logic with magazine size, current size etc. to the weapon classes (from previous videos), which I find much better. For example we created the interface "Fire" and there the current magazine size is being subtracted by one. All these attributes can be accessed from the "CurrentWeapon" Variable we created in earlier videos. Also in the Notifies and Widgets this can be easily accessed by casting to the "Character" -> "CurrentWeapon" -> etc. I found this way less complicated and less code (I am not sure if there is any drawback, but currently everything is working as expected). Mabye other viewers would like this way more. Thanks again for your time to create this videos!
You're storing ammo variables in an object that might be destroyed? Hmmm no.
Mizzo at 4:25 idk if you went back you didn't connect the -- and set ammo of weapon types so when you switch weapons or pick it up it sets it to 0 so Everyone make sure to do this and thanks for an amazing video series
I thiiiink I noticed that I missed ot later on, but you are absolutely right, the output pins of the -- nodes are supposed to be connected to the input pins on the set nodes. Whoops!
Hi MizzoFrizzo, loving this series was just wondering if you would be covering any enemy ai in this series?
It would be much of a shooter without some enemies...
Regarding to your question. I don't have this problem. When I pick up the weapon, it is destroyed in the scene. I is added to my weapon selection. I can recall a weapon by num inputs or scroll the mouse. I did mine the same as yours, it just ended up like that I guess. I need to pickup more ammo as mine is not infinity. please assist with picking up and adding to ammo count. I get full magazine with each weapon pickup but need to carry additional ammo
After your previous video I took the time to make my own holster and current weapon system. I ended up with a system where you can hold one one handed weapon (pistol, smg) and one two handed (AR + everything else). You can holster both weapons and switch between them with animations between all. If you have a holstered pistol and pick up an smg, it will spawn the holstered weapon in front of you etc. HOWEVER, it is MAD spaghetti code. So I really wish I can find the best way to clean it up. I am however not sure about the optimized ways, macros, functions etc. so not really sharable I think.
You should check out my replicated two-weapon system and see if it helps to clean anything up. I can't promise everything is 100% best practice, but I think what I came up with is pretty clean. Let me know what you think!
czcams.com/video/s6cItbr8zL0/video.html
Really wish i looked more closely thru this series before starting😅 just finished the ultimate weapon system playlist, and went here for the reload, just to see that it use the "old" system in this playlist. But yeah, repetition and doing it over is learning😅
If I were to make a whole series especially as an "ultimate weapons system" playlist, which approach do you think I should take??
@@PitchforkAcademy are there any differences in the two playlists, except for number of episodes?
@@kimbalboa9398 The ultimate playlist is basically the one I created when I did the Two Weapon System video and was aiming to build on that.
@@PitchforkAcademy okay :) we only need two weapons for our game play, so followed the ultimate, but still need them to reload :) will just redo and go over to the 9video playlist.
@kimbalboa9398 Oh, damn! I did an ammunition inventory video and for some reason it wasn't added to the ultimate playlist! Here you go:
czcams.com/video/40kBSMxhvSs/video.htmlfeature=shared
Instead of having an infinite ammo, when you pick up second pisto do a check to see if chara has a pistol equipee , destroy the actor and add x amount to total ammo, that way there wont be a bunch of duplicate guns laying on ground
Take a look at my ammunition inventory video, it's more advanced...
hey there mizzo my animation montage is not working i was curious as to where you put the slot in the animbp it doesn't show anywhere you doing that and ive noticed there aren't any slots in the other tutorials to my knowledge you need a slot to play a animation montage
Edit: sloved it for anyone looking put a deafult slot in front of use cached pose upper body anims it will get the animation to work
Pretty sure at some point I say to put a slot 'default' slot between upper body anims and the layered blend per bone node...
@@PitchforkAcademy i probably missed it then but I did figure it out thank you for the reply!
@@PitchforkAcademy any chance you can take a look at my comment on part 9 I've been stumped on that issue for days trying to fix it I've rebuilt that section multiple times and no luck id really appreciate it please and thank you
Hey Mizzo, small issue here // for whatever reason my automatic rifle keeps on firing -- the montage stops after I reach 0 but I'm still able to fire the weapon and I did it exactly as you did. I also tried changing it up a bit, adding a branch for 'ammo > 0' on different parts or even separate from the 'canfire?' bool.. still same issue, any ideas?
If it helps I did it a little differently, but it works.
I made a 'Has Ammo?' Boolean variable, put the setting of it right after the input action for firing, used the same 'is Ammo > 0' logic, then I get that and put it into my 'Can Fire' logic.
Pretty sure it's not a 'correct' way to do it, but I'm planning on having magazines that I can pick up and use for reloading.
So when I get that set up I'll move the setting of 'Has Ammo?' into that, but for now it's there 😅
Could you do a Toturial how to Replicate it ?
wonderful videos, you have taught me so much. I've been following your series for the most part, but I'm having a problem with the camera joining the animation when I reload. If you could help me, that would be amazing.
Not promising I can help, but first you'd need to explain more clearly what the problem is...
@@PitchforkAcademy hard to explain, but the camera is attached to spine 5. so when the head rotates in the animation, the camera follows
I have implemented a different system than this that works fine for checking ammo type and count but I can't seem to get the random ammo spawn to work on individual weapon pickups. It seems to only work by class. I think I need to add an array for spawned items to determine whether they have been dropped or not and other details that may need to be added later. I'm a noob so any advice would help.
I really don't know, man. It's not a problem I've tried to tackle...
@@PitchforkAcademy all good I didn't explain myself very well and I managed to figure it out now too :) I now have a second blueprint for each weapon that spawns a random ammount of ammo and when It's dropped it spawns a the normal blueprint with no random ammo spawn.
Amazing work! Will the recoil pattern video you uploaded alongside with this work with this too?
I haven't done a recoil pattern video...
@@PitchforkAcademyi meant the bullet spread on, my bad
@CarpeDiem94 you can add the three random float in ranges to the end point of any trace, yes. Maybe I'll record one about adding them to the TFPS series soon...
@@PitchforkAcademy i see. that'd would be great, thank you!
Hi, MizzoFrizzo. I hoop you are doing okay.
Don't know why my animation montages are not playing but Pistol or other animations are playing. I double-checked all these videos. but still facing this problem. Please help.
I suggest looking up some tutorials on montages, as it could be any number of issues. 👍
@@PitchforkAcademy Thanks for your reply.
it works for me now. I use DefaultSlot. and it's doing okay.
can you help me bro? what variable i have to make to stop reloading weapons when i fire, stop reloading when the ammo is full, stop reloading when the ammo is out, stop reloading when im not in fire ??? cause i press reload button and the weapon reload all the time, so how i can stop that? thank you so much.
Use booleans and branches
@@PitchforkAcademy thanks bro but where i put thoses branches and booleans in the reload function? and the booleans must be in get or set or both?
Hey MizzoFrizzo! I know most of what I know from this series/dicking around, but... after SpawnWeapon and Is Valid, couldn't you do a switch on weapon type and if has AR is true and pickup type is AR, then kill the operation there? and then the same for pistol? I think this only works if you have only one kind of pistol or one kind of AR and can only care one pistol and one AR (not two pistols or two ARs)
That's pretty much what we do in the next episode. 😊
@@PitchforkAcademy well that's what I get for commenting before catching up!
Takk!
Oh hey thanks so much. 🙂
@@PitchforkAcademy not much, but deserve a lot more :)
@@kimbalboa9398 I appreciate every little bit. 🫶
Amazing Tutorial ! i dont know why but my "play montage" node doesnt work. and also the "editing retarget pose" button doesnt just show up. Can you help me abt this ??
Do you have a 'slot "default" slot' in your AnimBP?
@@PitchforkAcademy no, only in "FaceAnim" and "ABP Manny"
@dakytheweirdo If you've been following along you should have a slot default slot between upper body anims and layered blend per bone
@@PitchforkAcademy alrighty! thank you so much
Hello MR MizzoFizzo, i think i fixed the spawn problem, on weapon spawn after "IS VAILD" i drag a sequnce with two branch , then zero for "HAS PISTOL?", then 1 for "HAS ASSULT RIFLE", both of the branch from false i put it on spawn actor, from true i but in destroy actor, i hope it work
Hmmm I think I can see a problem with that... I think it will need a switch on current weapon name enum?
u knew batter than me mr mizzo, im still a beginner XD@@PitchforkAcademy
where do you get the variable weapon model from
It's the skeletal mesh component in BP_WeaponMaster which we created in Part 5:
czcams.com/video/MYNFf17ujbo/video.html
thanks so much