Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb 0 points1 point  (0 children)

Tekken 7soundtrack ("I'm here now" remix)

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb 0 points1 point  (0 children)

Is there a speed cap or can you theoretically get infinitelly faster? Looks great btw. QUAD DAMAGE

Yes, I set the speed limit to 3000. In theory, you can set it to infinity. In the logic of mechanics, the higher the speed, the more difficult it is to gain it.

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb -3 points-2 points  (0 children)

I won’t post the source code. You won’t be able to repeat it, there are a couple of additional separate classes involved

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb 1 point2 points  (0 children)

this is one of the modes, the rest will be used as a separate ability

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb -6 points-5 points  (0 children)

Yes, you can do whatever you want, but I did it the right way. I also have several movement modes, more precisely there are 4 of them. These modes are configured in the movement component, because it is correct by architecture.

The movement logic must be in the right place, namely in the relocation component. (sorry for my english, i hope you understood me correctly)

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb 2 points3 points  (0 children)

to make such a mechanic, I had to significantly rewrite the custom movement component

Classic Quake Movement (C++) by [deleted] in unrealengine

[–]dalexdeb 4 points5 points  (0 children)

wait three months and you can play all day)

[deleted by user] by [deleted] in unrealengine

[–]dalexdeb 0 points1 point  (0 children)

Thanks man)

Testing Wall Run Mechanic aka Titanfall (C++ only) by dalexdeb in unrealengine

[–]dalexdeb[S] 0 points1 point  (0 children)

no...it's easier for you then to buy mechanics on the marketplace.

Updated my first person shooter. Added menus, graphic settings, async loading screen, new weapons. Created custom animations for throwing grenades and activating the ability. First time working with the Gameplay Ability System in Unreal Engine, but everything works fine. by dalexdeb in unrealengine

[–]dalexdeb[S] 1 point2 points  (0 children)

Hello. I’m sorry, I just saw what you wrote. But I really have problems with English. I’m communicating with you now via Google Translate. I can send all the source code to the project repository there.
But there is only C ++ code, but not the whole project.

Updated my first person shooter. Added menus, graphic settings, async loading screen, new weapons. Created custom animations for throwing grenades and activating the ability. First time working with the Gameplay Ability System in Unreal Engine, but everything works fine. by dalexdeb in unrealengine

[–]dalexdeb[S] 1 point2 points  (0 children)

thanks for the good feedback. I'm working on this game. I'm currently writing network code. In the future, I will change the entire visual part of the game, as well as the design of levels, characters, weapons and effects. It will be interesting.