Features:

  • Four types of weapons: Melee, Hit Scan, Projectiles and AreaEffect
  • Component and Data Table based (independent system; the only requirement is the default Character class)
  • Melee system with possibility to add multiple fighting styles
  • Damage system using default damage events with DamageType classes
  • Health and Armour system
  • Ragdoll system
  • Direction based Hit Reaction system
  • Fire mechanics with propagation
  • Pickup classes
  • Lock On system
  • Testing AI: able to use all the weapons and detect enemies (sight, damage and hearing – AI Perception)
  • Clean references and Async asset loading use

Blueprints:

  • 132 BPs overall
  • 2 Controllers (AI and Player)
  • 3 Main character classes (Master character, player and AI) + 2 testing AI
  • 1 Animation Blueprint
  • 20 Components
  • 7 Projectile BPs
  • 3 AreaEffect BPs
  • 5 Pickup classes
  • 1 Fire BP
  • 1 Character FX BP
  • 18 Interfaces
  • 5 Libraries
  • 1 ragdoll test BP
  • 32 Damage Types
  • 5 Camera Shakes
  • 8 Decorators, 15 Tasks, 2 Services
  • 1 Gamemode
  • 22 Enums, 38 structures

Skeletal meshes: 16 weapon meshes + 1 UE mannequin

Animations: 163 sequences (Anim Starter Pack included), 6 Aim Offsets, 7 Blendspaces, 25 Anim Montages

Materials: 23 materials + 25 instances

Textures: 49

Input: Keyboard, Mouse

Network Replicated: No

Supported Development Platforms: Windows

特征:

  • 四种类型的武器:近战,命中扫描,射弹和AreaEffect
  • 基于组件和数据表(独立系统;唯一的要求是默认的字符类)
  • 可以添加多种战斗风格的近战系统
  • 使用带有DamageType类的默认损坏事件的损坏系统
  • 健康及装甲系统
  • 布娃娃系统
  • 基于方向的命中反应系统
  • 火灾力学与传播
  • 上门收件班
  • 锁定系统
  • 测试AI:能够使用所有武器并检测敌人(视线,伤害和听觉-AI感知)
  • 清洁引用和异步资源加载使用

蓝图:

  • 整体132bps
  • 2个控制器(AI和播放器)
  • 3个主要角色类(主角色、玩家和AI)+2个测试AI
  • 1动画蓝图
  • 20组件
  • 7弹丸BPs
  • 3个面积效应BPs
  • 5个小班
  • 1消防BP
  • 1字符FX BP
  • 18接口
  • 5图书馆
  • 1布娃娃测试BP
  • 32种伤害类型
  • 5相机震动
  • 8个装饰者,15个任务,2个服务
  • 1游戏模式
  • 22个枚举,38个结构

骨骼网格:16个武器网格+1个UE人体模型

动画:163个序列(包括动画初学者包),6个目标偏移,7个混合空间,25个动画蒙太奇

材料:23个材料+25个实例

纹理:49

输入:键盘,鼠标

网络复制:没有

支持的开发平台:Windows










Videos: click | ALS | TPWCS2 + IDS

Discord Server: click

Presentation Demo: click | ALS

Documentation: click

Feature overview: click

ALS Update: UE5 ALS Project can now be downloaded. Check the Discord server for instructions.

TPWCS can now be used with ALS (4.27+): Showcase | Tutorial | Demo

V2.2.0 Update:

  • added ALS support (4.27+)

V2.1.0 Update:

  • added Hearing sense (AI will detect gun shots, explosions)
  • added weapon mesh anims support

TPWCS V2: ‘Flexibility’ Update:

The system has been rebuilt from ground up using Actor Components and Data Tables.

As the result the system should be compatible with any characters (default UE Character class) without dependency on the previous version’s BP_Character class.

The system is now as easy to use as adding these components to your actors and setting up input and collision channels.

List of components in V2 and their use:

  • Weapon Component (UE Character class or any actor with some custom work)
  • Melee Component (UE Character class)
  • Health Component (UE Character class)
  • Ragdoll Component (UE Character class)
  • Lock On Component (UE Character class – for the Player)
  • AI Detection Component (UE AI Controller class)
  • TPWCS Manager Component (UE Game Mode class)

More information about V2:

  • BPs now have sets of Event Dispatchers for further customization of the system.
  • BPs now use new inheritance model: (Base class: only variables and function definitions -> Master class: core logic -> Child class actually used)
  • components like player camera or ragdoll capsule that are not available by default in the Character class should be marked using tags
  • the system loads only what is currently needed (clean references and async loading)
  • weapons are created by editing the weapon data table now
  • possibility to create different fighting styles using the melee data tables (multiple fighting styles for the same weapon)
  • all animations are also stored in data tables (possibility to use different animations for different characters)
  • the damage system has been rebuilt and now uses Damage Type classes (it uses default UE damage events only now)
  • visual and sound effects are now spawned through the TPWCS Manager component and can have a max range they can spawn at
  • Niagara particles support added
  • Anim BP has been greatly simplified and uses interfaces to communicate with the rest of the system
  • Lock On system redone from scratch
  • all gameplay useful functions are contained in a function library
  • the system also communicates through that function library
  • all features that modify the UE Character class are also stored in a function library (no need to figure out which component does what)
  • improved AI system
  • +lots of small improvements of the whole system

短片: 点击 | ALS | TPWCS2+IDS

不和谐服务器: 点击

演示演示: 点击 | ALS

文件: 点击

功能概述: 点击

ALS更新:UE5ALS项目现在可以下载了。 检查Discord服务器以获取说明。

TPWCS现在可以与ALS(4.27+)一起使用: 展览厅 | 教程 | 示范

V2.2.0更新:

  • 增加ALS支持(4.27+)

V2.1.0更新:

  • 增加了听觉(AI将检测枪声,爆炸)
  • 增加了武器网格动画支持

TPWCS V2:”灵活性”更新:

该系统已经从地面重建使用 Actor组件 数据表.

因此,系统应该是 兼容任何字符 (默认UE字符类),而不依赖于以前版本的BP_Character类。

该系统现在就像将这些组件添加到actor并设置输入和碰撞通道一样简单易用。

V2中的组件列表及其用途:

  • 武器组件 (UE角色类或任何具有一些自定义工作的演员)
  • 近战组件 (UE字符类)
  • 健康组成部分 (UE字符类)
  • 布娃娃组件 (UE字符类)
  • 锁定组件 (UE角色类-玩家专用)
  • AI检测组件 (UE AI控制器类)
  • TPWCS管理器组件 (UE游戏模式类)

有关V2的更多信息:

  • BPs现在拥有一系列事件调度器,用于进一步定制系统。
  • BPs现在使用新的继承模型:(基类:只有变量和函数定义->主类:核心逻辑->实际使用的子类)
  • 像player camera或ragdoll capsule这样在Character类中默认不可用的组件应该使用标记进行标记
  • 系统只加载当前需要的内容(干净引用和异步加载)
  • 武器是通过现在编辑武器数据表来创建的
  • 使用近战数据表创建不同战斗风格的可能性(同一武器的多种战斗风格)
  • 所有动画也存储在数据表中(可以为不同的角色使用不同的动画)
  • 损坏系统已经重建,现在使用损坏类型类(它现在只使用默认的UE损坏事件)
  • 视觉和声音效果现在是通过TPWCS管理器组件产生的,并且可以有一个最大的范围,它们可以在
  • 添加Niagara粒子支持
  • Anim BP已经大大简化,并使用接口与系统的其余部分进行通信
  • 锁定系统从头开始重做
  • 所有有用的函数都包含在一个函数库中
  • 系统还通过该函数库进行通信
  • 所有修改UE字符类的特性也都存储在函数库中(不需要弄清楚哪个组件做什么)
  • 改进的AI系统
  • +整个系统的许多小改进
声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。