#Revives (WIP)

38 messages · Page 1 of 1 (latest)

sand veldt
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TLDR: Video at the bottom 😁

Below is a quick video demonstration of a basic revive system, starting out with basic core functions and gradually adding on features time and effort permitted. I do not have an estimated release time, this is not finished and there is no download right now, but the plan for release is to submit the mod and code together, especially with the intention of helping modders newer than myself get started. I'm still new'ish to Blueprint scripting, so there may be better revive/medical systems later.

The Blueprint scripting likely needs quite a bit of work in terms of efficiency, validation to avoid crashes, and potential issues in a live server environment. As you can see from the screenshot, the blueprint is half organized...and half not, so I'm holding off on releasing at least until I can clean it up to improve readability.

The other game modifications are there because I'm working and testing several other things, but as far as I have planned, I don't see why it wouldn't work in vanilla when it is further along in development.

If I recall correctly, PiE (play in editor) as a Client is often adequate for most testing, so that's the extent of replication testing for now.

Probably no requests as I already have enough that I want to work on, but my longer term goal is to make it so this is modular enough to add/remove features. Function over form first, especially given that there are already plans for a medical system, so there are no finalization plans/goals set, but I do want to make it functionally playable enough.

Current function is a health check at <1 gets set to 1, the player's input and movement is disabled, and ragdoll to the ground. There is a check for overlapping boxes when near downed players with just a button press for now. Upon revive the character is currently set to teleport a few feet off the ground as a temporary collision fix with plans for improvement there and further testing is needed.

I may be able to add downed allies as part of AI goals, but I need to dig into GOAP further.

There are many bugs and I'm trying to determine what the easiest way to handle the player inventory is. It has not been easy to figure out a reliable way to give the player the ability to have some input functionality (but not all) while still keeping them from being able to shoot, change inventory etc, as well as one that I actually know how to do as I assume one of the better ways is to have an input state made specifically for being downed.

https://youtu.be/M-w49m4IqMM?si=kULs--nV9T2GTK6C

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Revives (WIP)

sand veldt
half ravine
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Dude that’s dope, very important feature that’s missing in the game rn

sand veldt
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i suppose once a new feature gets added, there is always the feeling for the next one though

half ravine
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Revives are very useful, especially on capping and holding the points

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So many times there are 3 or 4 people on a point then one or two die and now you gotta wait for more to show up while the enemy advances

sand veldt
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yep. granted with a revive system it can lead to absolute blow outs depending on how the rules work

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if i can get it to a releasable state, im hoping it will be easy enough to modify so people can choose what settings they want

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part of that may be dependent on a modular modding system though

paper anvil
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Yeah the whole flow of the game is a bit wonk imo because no revives

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Running from spawn time and time again gets. Abit dry

frank wagon
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Let me know if and when it is uploaded on the Steam Workshop, I'll be extremely keen to do a playtest with this

turbid marsh
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send this to Yoshi and ask him to make this part of his mod.PagChomp

sand veldt
sand veldt
frank wagon
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@frigid tinsel I'm assuming you'd be down for that

sand veldt
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if workload and design direction is a concern, i should be able to provide enough variables in Blueprints to come close to a modular design

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and time wise....i expect to struggle with inventory for awhile 😭

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i think the best way to handle being downed is effectively taking inventory away and then giving it back when revived because i was struggling with allowing the player to look around when downed, so having partial input, and this conflicted with still being able to weapon switch

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OHD vanilla might go in a different direction there, but still, thats where modularity comes in

frank wagon
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@sand veldt have you applied to join the internal discord?

sand veldt
frank wagon
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@sand veldt you need to follow the directions and file that application in the info section

sand veldt
sand veldt
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I may have just figured out inventory modification, but man is it finnicky ; if anyone has not worked on inventory before but plans to, I'm fairly certain the "Inventory Clear" command only works on "loose items" like magazines and doesnt actually take your guns and utility away, for that, I had to change loadouts while preserving the original, then I add back the loadout which produces additional items, clear inventory again so you are left with just the core part of the kit, but no mags, and then add back the items to get back to core kit. on top of that though, you have to save which magazine you left off on and iterate though them.

spark aurora
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Brings back BF3 memories on revives.

sand veldt
spark aurora
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Take your time. Its better not to Rush it because it'll create Chaos and Stress. No need to put you through it. 🙂

turbid marsh
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e

frank wagon
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@sick kayak if you need it this has some info on the last attempt