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View Code? Open in Web Editor NEWGLC on Unreal Engine 4.
License: Apache License 2.0
GLC on Unreal Engine 4.
License: Apache License 2.0
Right now they're an ugly grey. Make them sparkle! Make them look dangerous!
This would involve modifying the ArenaHUD Blueprint.
Will probably need to look at a UE demo for details on how to do this.
Right now you have to give it a CLI opt to connect to a server and that's kinda a pain.
Does not necessarily have to be immutable cubes. Be creative!
When not running as a window inside the editor there's no way to terminate the client other than the ol' ctrl-alt-del death-pinch
Implement damage using Event Any Damage. https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseOnHit/Blueprints/index.html
You can connect a client to the server, then disconnect(via ctrl-alt-del) and the server will spin-error out with this error ^
Then you can reconnect and a phantom dead player object will be sitting there (not a ghost).
Set up a server in the office and have people connect to it. May require publishing?
Or non photorealistic rendering. Look at the Engine Feature Samples -> Stylized Rendering demo and incorporate what looks cool into our level.
Two options here.
Depends on #14
Or else distinguish them somehow -- different materials? Can we make this a configurable local variable? (Note: this is separate from displaying the player's name over their head).
We have a "Bombs" variable on the PlayerCapsule Blueprint; simply expose this to the HUD. Bonus points for making pretty graphics (e.g., one bomb left would look like this: ◦◦•) -- look at the StarterContent, there may be something there we can re-use.
Right now it extends above the player head.
This is a fairly complicated feature! Come up with a plan of attack and then create new issues as needed.
Figure out the underlying physics. Can we use impulse/force instead?
Also decrement the bomb count.
Argh. Will have to use UE4 git module, but any other suggestions?
Depends on #13
right now it just runs around in a dead world acting on its own.
This will involve adding a hook to the OnDestroyed event. Also see
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/RespawnPlayer/Blueprints/index.html
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