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als_component's Introduction

ALS Component

To make it more portable, easier to add ALSv4 to the existing project without any hassle I did decide to work on components that hold all ALS settings with some additional staff like a weapon system.

Overall it is only partly replicate Advanced Locomotion System v4.

Youtube quick overview link

Discussion regarding the replication effort of ALS should take place on the official discord for Advanced Locomotion System here: https://discord.gg/wYYMHFu

This repository will operate on a series of pull requests. You are free to download modify and pull request your modifications in. If it meets with the criteria of effectively replicating the project, it will be reviewed and merged in.

Bug Reporting Template:

**Detailed description of issue**
Write a detailed explanation of the issue here.

**Steps To Reproduce:**
1: Detailed Steps to reproduce the issue 
2: Clear steps
3: Etc

**Expected Results:**
A description of what should happen.

**Actual Results:**
A description of what actually happens.

Setting Up Your Project

  • Clone the repository or download the latest release.
  • Move ALSReplicated\Content\ALS_Component folder into your project's Content folder
  • Add the lines below into your project's DefaultInput.ini, below [/Script/Engine.InputSettings] tag:
+ActionMappings=(ActionName="JumpAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="JumpAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
+ActionMappings=(ActionName="StanceAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)
+ActionMappings=(ActionName="SprintAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
+ActionMappings=(ActionName="StanceAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
+ActionMappings=(ActionName="SprintAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftThumbstick)
+ActionMappings=(ActionName="WalkAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightShoulder)
+ActionMappings=(ActionName="AimAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
+ActionMappings=(ActionName="AimAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger)
+ActionMappings=(ActionName="SwitchRotationMode",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four)
+ActionMappings=(ActionName="SwitchRotationMode",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Left)
+ActionMappings=(ActionName="ShoulderSwap",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R)
+ActionMappings=(ActionName="ShoulderSwap",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightThumbstick)
+ActionMappings=(ActionName="RagdollAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=X)
+ActionMappings=(ActionName="RagdollAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Left)
+ActionMappings=(ActionName="CycleOverlayUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)
+ActionMappings=(ActionName="CycleOverlayDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)
+ActionMappings=(ActionName="CycleOverlayUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Up)
+ActionMappings=(ActionName="CycleOverlayDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Down)
+ActionMappings=(ActionName="OpenOverlayMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
+ActionMappings=(ActionName="OpenOverlayMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftShoulder)
+ActionMappings=(ActionName="AttackAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
+ActionMappings=(ActionName="InteractAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
+ActionMappings=(ActionName="TargetLockAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MiddleMouseButton)
+ActionMappings=(ActionName="RollAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftAlt)
+ActionMappings=(ActionName="WalkAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
+AxisMappings=(AxisName="MoveForward/Backwards",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="MoveRight/Left",Scale=1.000000,Key=D)
+AxisMappings=(AxisName="LookUp/Down",Scale=-1.000000,Key=MouseY)
+AxisMappings=(AxisName="LookLeft/Right",Scale=1.000000,Key=MouseX)
+AxisMappings=(AxisName="MoveForward/Backwards",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="MoveRight/Left",Scale=-1.000000,Key=A)
+AxisMappings=(AxisName="MoveForward/Backwards",Scale=1.000000,Key=Gamepad_LeftY)
+AxisMappings=(AxisName="MoveRight/Left",Scale=1.000000,Key=Gamepad_LeftX)
+AxisMappings=(AxisName="LookUp/Down",Scale=1.000000,Key=Gamepad_RightY)
+AxisMappings=(AxisName="LookLeft/Right",Scale=1.000000,Key=Gamepad_RightX)
  • Add the lines below into your DefaultEngine.ini, below [/Script/Engine.CollisionProfile] tag (Create the tag if it doesn't exist):
+Profiles=(Name="ALS_Character",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Climbable",Response=ECR_Ignore)),HelpMessage="Custom collision settings for the capsule in the ALS_BaseCharacter.")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Climbable")

Known Issue:

Current Features Added:

  • ADS
  • Target Lock
  • Simple Weapon System
  • Hit Reaction
  • Interaction with CCDIK
  • Footstep System
  • Impact VFX
  • Melee CombatSystem
  • Advanced Camera Manager
  • added optional Top Down Camera
  • Player Stats WiP (Shield/Health/Stamania)

als_component's People

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als_component's Issues

Mantle doesnt work properly

Steps to reproduce the issue

  1. Place a large cube diagonally (45 degree z rotation)
  2. Try to mantle the corners.

Expected result
The character should mantle the edge of the Cube
Actual Results:
The character mantles outside of the box and drops down or mantles through the box further in.

image
image

Mantling

Hi, thanks for sharing this, it's amazing work!

Just a bit of feedback:

  • trying to mantle on the wall close to the AI teleports the player in a different place on the same axis
  • AI doesn't follow the character, (I assume that logic from ALS was probably not ported over, but thought I would mention)
  • When running and rolling (double press ALT), the player remains crouched
  • The FP camera (C hold) is probably not implemented (yet - ADS mode looks good tho) - not sure if there is a plan to make a FP camera as well

Hope it helps to keep developing this further!

Mantling (different bug)

Detailed description of issue
The foot position changes after mantling

Steps To Reproduce:
1: Switch to sword and shield for example
2: Attempt to climb the stacked boxes
3: You'll notice every time the left leg either jumps in place or remain in a weird position

Expected Results:
Seamless mantling

Actual Results:
Foot is in a weird position, with the knee bent in 8 out of 10 times
Desktop Screenshot 2021 07 05 - 22 34 59 01 (2)

Hope it helps!
Update - it seems like a shield and sword issue, as weird foot behaviour happens when strafing (left/right) or even moving forward and stopping as well.

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