- Choose your own Pawns / Behavior Tree
- Optional Boss Rounds
- Optional Objective Rounds
- Choose your own Sound Effects (Game begin/end, Round begin/end)
- Pre-Round Timer
- Starting Round (And desired enemy count for first round)
- Max Round Cap
- Multiply or Add enemies per round (And maximum enemy cap)
- Time between enemy spawns (And time decrements to allow faster spawning in later rounds)
- Basic Widget Blueprint to display information.
- Place Spawn Points
- Marked enable/disable spawn points or proximity based enabling of spawn points.
- Component to enable/disable spawn points, change pawn types for enemies/bosses, and change various other properties.
Number of Blueprints: 4
Intended Platform: PC
Platforms Tested: PC
Documentation Included: Blueprints are commented for your convenience. PDF Documentation and Quick Start Video.
- 选择你自己的棋子/行为树
- 可选的老板回合
- 可选择的目标回合
- 选择你自己的声音效果(游戏开始/结束,圆形开始/结束)
- 预循环计时器
- 开始回合(以及第一回合所需的敌人数量)
- 最大圆帽
- 每轮增加或增加敌人(和最大敌人上限)
- 敌人产卵之间的时间(以及时间递减,以便在以后的回合中更快地产卵)
- 用于显示信息的基本控件蓝图。
- 放置产卵点
- 标记为启用/禁用产卵点或基于邻近启用产卵点。
- 组件启用/禁用产卵点,更改敌人/老板的典当类型,并更改各种其他属性。
蓝图数目:4
预期平台:PC
测试平台:PC
文档包括:蓝图被注释为您的方便. PDF文档和快速启动视频.
Website (Videos and Documentation)
The Survival Gamemode Blueprint System is a customizable blueprint that allows you to create an “endless horde” type of game.
The system comes with 4 usable blueprints, including the core blueprint, target point blueprint, component blueprint, and widget blueprint. There is a demonstration level set up to display the use of each blueprint included, and default sound effects to indicate round and game begin and end.
[UPDATE 1.1 – UE 4.18+] New functionality added! You now have the ability to have multiple different enemy types. You can assign different weights to different types to change the chance of spawn for each particular type. For example, if you have two types of enemies and one is weighted at 8, and the other is weighted at 2, then the first enemy has an 80% chance (8 out of 10 total weights) of spawning while the other has 20%.
[UPDATE 1.2 – UE 4.18+] Simplified node structure, updated for Unreal Engine 5.1+.
=== Known Bugs ===
> [Fixed in next version] Setting the “WeightedValue” to anything less than 1 will result in no enemy of that type spawning. If all pawns in the desired pawn list are less than 1, no enemies will spawn in the round and the round will be marked complete after enough time has passed to have spawned all the enemies for that round.
[UPDATE 1.3 – UE 4.18+] New features! Added the option to have “Boss Rounds” that can be set at an interval and/or on specific rounds. Boss rounds can be solo battles or in addition to the regular horde round. Added the ability to have a maximum round cap that can have an infinite spawning last round or have the game end on completion of the last round. Also added a lot of functions to the ERGMComponent that allow you to change properties of the game at runtime, such as changing the boss type, changing the pawns that spawn (and their weighted values), and changing a few other internal properties.
[UPDATE 1.4 – UE 4.18+] More new features! Similar to boss rounds, there is now the option to have “Objective Rounds” that can be set at an interval and/or on specific rounds. Objective rounds can have either enemy spawns or no enemy spawns. An objective round must be completed by using the ERGM Component function “Trigger Next Round”. If there are enemies spawning during an objective round, completing the objective/triggering next round will force the next round to start, even if not all the enemies for the round has spawned yet. Also added proximity based activation of spawn points so that spawn points can be enabled by standing near them, or disabled when standing away from them.
[UPDATE 1.5 – UE 4.18+] All current features (new and old) have been back-ported to 4.18, so if you’re developing games on 4.18 or later, you can now have access to all the new features that were previously only available to UE5 and above.
Feature requests can be sent to my support email! I try to respond to all questions and comments!
生存Gamemode蓝图系统是一个可自定义的蓝图,允许您创建”无尽部落”类型的游戏。
系统附带4个可用蓝图,包括核心蓝图、目标点蓝图、组件蓝图和控件蓝图。 有一个演示级别设置来显示每个蓝图的使用包括,和默认的声音效果来指示回合和游戏开始和结束。
[更新1.1-UE4.18+]新功能添加! 你现在有能力有多个不同的敌人类型。 您可以为不同类型分配不同的权重,以更改每个特定类型的产卵机会。 例如,如果你有两种类型的敌人,一个加权为8,另一个加权为2,那么第一个敌人有80%的机会(10个总重量中的8个)产卵,而另一个有20%。
[更新1.2-UE4.18+]简化节点结构,针对虚幻引擎5.1+更新。
===已知Bug===
>[在下一个版本中修复]将”WeightedValue”设置为小于1将导致该类型的敌人没有产卵。 如果所需的pawn列表中的所有pawn都小于1,则该回合中不会产生任何敌人,并且该回合将在经过足够的时间以产生该回合的所有敌人后标记为complete。
[更新1.3-UE4.18+]新功能! 增加了”老板回合”的选项,可以设置在一个间隔和/或特定的回合。 Boss回合可以是单独战斗,也可以是常规部落回合的补充。 增加了一个最大的圆帽的能力,可以有一个无限的产卵最后一轮或有游戏结束完成最后一轮。 还为ERGMComponent添加了许多功能,允许您在运行时更改游戏的属性,例如更改boss类型,更改生成的pawn(及其加权值)以及更改其他一些内部属性。
[更新1.4-UE4.18+]更多新功能! 与boss回合类似,现在可以选择”客观回合”,可以在间隔和/或特定回合上设置。 目标回合可以有敌人产卵或没有敌人产卵。 一个客观的回合必须通过使用ERGM组件函数”触发下一轮”来完成。 如果在一个目标回合中有敌人产卵,完成目标/触发下一轮将迫使下一轮开始,即使不是该回合的所有敌人都已经产卵。 还添加了基于接近的生成点激活,以便可以通过站在它们附近启用生成点,或者在远离它们时禁用生成点。
[UPDATE1.5-UE4.18+]所有当前功能(新功能和旧功能)都已重新移植到4.18,因此,如果您要在4.18或更高版本上开发游戏,现在可以访问以前仅适用于UE5及更高
功能请求可以发送到我的支持电子邮件! 我尽量回答所有的问题和意见!
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