Voltaism Dev Tips: Difference between revisions
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PP:ProcessEvent("SetAttacking", true) -- You can call animation blueprint functions | PP:ProcessEvent("SetAttacking", true) -- You can call animation blueprint functions | ||
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==== Enter a vehicle when the player press F, even while being far from the door ==== | |||
SOON | |||
== Global/Other Tips == | == Global/Other Tips == |
Revision as of 22:03, 6 July 2021
WIP
Serverside Tips
Restart self using an exported function
Package 1:
function RestartPackage(package_name)
Delay(1, function()
StopPackage(package_name)
end)
Delay(1000, function()
StartPackage(package_name)
end)
return true
end
AddFunctionExport("RestartPackage", RestartPackage)
Package 2:
local package1 = ImportPackage("package1")
package1.RestartPackage(GetPackageName())
Clientside Tips
Disable a remote player/npc collisions properly
local npc_actor = GetNPCActor(npc)
local Capsule = npc_actor:GetComponentsByClass(UCapsuleComponent.Class())[1] -- Get capsule component of the npc actor
Capsule:SetCollisionResponseToChannel(ECollisionChannel.ECC_Pawn, ECollisionResponse.ECR_Ignore) -- Disable Capsule collision with players
Capsule:SetCollisionResponseToChannel(ECollisionChannel.ECC_Camera, ECollisionResponse.ECR_Ignore) -- Disable capsule collision with camera
Capsule:SetCollisionResponseToChannel(ECollisionChannel.ECC_GameTraceChannel1, ECollisionResponse.ECR_Ignore) -- Disable capsule collision with bullets
for i, v in ipairs(npc_actor:GetComponents()) do
if v:GetClassName() == "USkeletalMeshComponent" then
v:SetCollisionResponseToChannel(ECollisionChannel.ECC_GameTraceChannel1, ECollisionResponse.ECR_Ignore) -- Disable skeletal mesh component collision with bullets
end
end
Change vehicle velocity
local veh = GetPlayerVehicle(GetPlayerId())
if (veh ~= 0 and IsValidVehicle(veh) and GetVehicleDriver(veh) == GetPlayerId()) then -- The player has to be the driver or the vehicle won't be synced
local vehsk = GetVehicleSkeletalMeshComponent(veh)
vehsk:SetPhysicsAngularVelocityInDegrees(FVector(vax, vay, vaz), bAddToCurrent)
vehsk:SetPhysicsLinearVelocity(FVector(vx, vy, vz), bAddToCurrent)
end
Change walking animations / skeleton
You'll need unreal engine installed in order to do this, it's experimental and it breaks SetPlayerAnimation. First make a new plugin, create an animation blueprint then make your own state machines... and link it to the output pose.
local SKComp = GetNPCSkeletalMeshComponent(npc, "Body") -- for an npc but you can do it with a player
local SKMesh = SKComp:GetSkeletalMesh()
SKMesh:SetPostProcessAnimBlueprint(UClass.LoadFromAsset("/vzombies/Zombie/Zombie_Anim_BP"))
SKComp:InitAnim(false)
function GetZombiePostProcessInstance(npc) -- Get the post process animation instance
local SKComp = GetNPCSkeletalMeshComponent(npc, "Body")
return SKComp:GetPostProcessInstance()
end
local PP = GetZombiePostProcessInstance(npc)
PP:ProcessEvent("SetAttacking", true) -- You can call animation blueprint functions
Enter a vehicle when the player press F, even while being far from the door
SOON
Global/Other Tips
Call/Edit a function/variable with a string
_ENV["function_" .. "test"] = function(nb)
print("Hi", nb)
end
function_test(0)
_ENV["function_test"](1)
_ENV["vartest"] = 1
print(vartest)
print(_ENV["vartest"])