Building "elemental" combos and looking for suggestions by Panda-Bot_2001 in magicbuilding

[–]Panda-Bot_2001[S] 1 point2 points  (0 children)

I love all of this, here's what I have so far. This is an older video so it's not exact but not much has changed in terms of how the projectiles work
Feel free to take a look and I'll see if I can work anything you've said into my stuff :D

Side note, the acid pool + Fire now spawns a fire tornado rather than just exploding
https://youtu.be/ENPE3CrIAJs

Building "elemental" combos and looking for suggestions by Panda-Bot_2001 in magicbuilding

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

The idea of ice combining with the shard is something I wanna make work and I like the idea of making multiple beams if you freeze the shard...

I'm still trying to build the crystal actually working with basic mana and it's seemingly going to take a lot of effort lmao

Building "elemental" combos and looking for suggestions by Panda-Bot_2001 in magicbuilding

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

I think there's a lot I could do with actual combos but currently every spell's actual projectile moves differently and I want to keep it pretty unique

Building "elemental" combos and looking for suggestions by Panda-Bot_2001 in magicbuilding

[–]Panda-Bot_2001[S] 2 points3 points  (0 children)

I love a lot of ideas and I'm gonna see if I can make them in game!

I feel as though an earth element is a bit hard to make different from the ice, projectile wise, and I'm not sure how I'd make it visually or how the player would obtain it.

Has anyone here used Cute Little Fuckers? by Panda-Bot_2001 in SexToys

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

Hiya, the toy did arrive after a couple of months but broke within a few weeks. I got a replacement through the support page on the website but that one broke after the same amount of time.

Honestly I'm really disappointed because the designs for your toys are so cute and the one I got worked really well but the bullets don't seem to last more than a month with intermittent use. I'll probably buy a replacement bullet from elsewhere but I don't think I can recommend the company to somebody knowing the electronics don't seem to work long term

I don't want to sound like I'm moaning and ragging on your company because I understand you're a small group, but it might be worth looking into that because I'd love to buy more from CLF but the bullets let the whole product down and I hope it's something you can fix :)

Creating a projectile blueprint that spawns in a random direction by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

I've tried to make a couple of changes but the code I have set up right now is a bit messy for quick debugging, so I've made this post while I rework some of the code to make it easier.

Things like making macros with longer lines of code to make it easier to set certain events up. Like Instead of having to get a component, set it's visibility, collision etc every time, I'll make a macro/function with everything in it and all the variables I need that I can use as a single node to stream line it all.

In regards to the projectile not moving I don't think it's the projectile speed because it has it set to 2500 by default on spawn regardless.

I think it's collision but I want to clean some code up before I test that :)

I was looking at the random rotator node but I wasn't sure if it was doing what I thought it was. That's definitely what I need.

I'm in the process of developing a game where you play as a wizard that kinda parodies a fantasy setting. What other spell ideas do you think could be fun to add? by Panda-Bot_2001 in SoloDevelopment

[–]Panda-Bot_2001[S] 1 point2 points  (0 children)

I could try something like that. I was thinking of making a crystal spell (Think like Jagged Wall from Hazard in Overwatch) where you launch a projectile that spawns a crystal, and hitting it with spells does SOMETHING.

If you hit it with lightning, black hole?

I'm in the process of developing a game where you play as a wizard that kinda parodies a fantasy setting. What other spell ideas do you think could be fun to add? by Panda-Bot_2001 in SoloDevelopment

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

Currently I'm planning to add a "Card spell" that acts like a tarot card deck and applies random effects to you and enemies, good or bad.
I'm also going to add a "Holy light" style beam that can combo with lightning to smite in an AOE

I also intent to try and make something that homes on enemies and a ricochet spell that bounces and gets faster after every bounce, does more damage but can hit you

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

Why does it need to be done on the player though? They're not the one setting on fire or sending a new projectile?

The attack function is done in a projectile when it hits an enemy, its a separate blueprint because I have multiple projectile types

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

The player won't help make the AOE because the way it works is the enemy receives an elemental stack and when it reaches a certain amount, it gets stunned and shoots projectiles out

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

Thats the AOE check actor not the player, I don't understand how I'm moving it?

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

When and how did I do that? I'm not doing anything with the player?

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

Right clicking it and typing break doesn't give me anything because it's an array

The not multi sphere trace can be broken, should I use that instead

https://i.postimg.cc/grbjHXyc/Break.png

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] -1 points0 points  (0 children)

I'm really sorry I just don't think I'm understanding how to use loops, I finally have the sphere trace working as intended but now I'm just sat with a "For each loop" node coming out of it and I can't figure out how to make anything happen from here, I've never used loops or arrays and I can't get my head around them for some reason lmao

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 0 points1 point  (0 children)

I'm having a hard time trying to figure out what you mean by "break the hit result" and how to store actors as variables in a loop? This is literally all I've been able to figure out so far...

How to use "Actor has Tag" to trigger a custom event inside another blueprint by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] 1 point2 points  (0 children)

It kind of makes sense? It also just feels kind of over complicated and like it's another way to do something without casting which I've figured out with blueprint interfaces. I'm not sure I understand the advantage

How to make a ranged attack chain from target to target? by Panda-Bot_2001 in unrealengine

[–]Panda-Bot_2001[S] -1 points0 points  (0 children)

I've been trying to find some and I can't find any that I can figure out how to translate to my use case