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Download "Tempest Combat Framework and RPG Inventory&Interaction system intergration"

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UE5
Tempest Combat Framework
Inventory and interaction
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00:00:02
okay welcome folks this is a inventory
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and combat
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merging tutorial
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using the uh as you can see the rpg
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inventory interaction system and the
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newest combat system the
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temple's compact combat framework
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it was released a few days ago and it's
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getting some quite good prius
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the creators of the combat system have
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kindly
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lent me a uh small sample version of the
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of their system to be able to try a
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bit of an inter
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merging of a couple of the systems that
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uh have been highly sought after
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so before we start on this couple of
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things this will not be a full like 100
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percent showing of no sending up weapons
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and armor and how to do all the in-depth
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because as i said this is a
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this was the test version i was given
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that has uh some limited functions of
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what's available to it
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but all that cable
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you can find up all of that once we get
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this finished you can come in and pop
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into the combat system discord channel
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and get all the info you need in there
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to be sample projects
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help from the community in there and
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also some
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links to tutorial videos and such of
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other things so
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that being said let's get started first
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things you'll want to do
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before
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you start to start up your project
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is get the player tags
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and these can basically be got in any of
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the
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sample projects that will be on the in
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the discord
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and basically you will go to the config
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of the sample project
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there will be a
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configuration setting there for
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gold default gameplay tags just copy
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that one and you paste it in here into
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your
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rpg
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interaction folders go to the config
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folder
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and that should that'll just make sure
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you have all the proper tags once we get
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started this combo system is heavily
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based on
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tags and such
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okay so we just
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shut that down
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next thing you'll want to do right at
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the start just avoid any house later on
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then open your project settings
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and under
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inputs
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put this to enhanced
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name to enhanced
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this also makes use of
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the enhanced templates as well of unreal
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engines
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and i believe that's mostly it on the
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project settings collision awesome she
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heavy interactable curious and make sure
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it's set to
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ignore all this should be
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all that if you're opening red from the
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inventory in the direction system itself
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and then the first thing you want to do
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is get the
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player character blueprint
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we can delete all this movement data
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because that's got from the combat
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then we repurn this
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now we go to
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tcf
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and you get the default third person
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character
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make that
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part then we get the controller
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blueprint
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again
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we parent this
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tcf
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under be
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a tcf spectator pawn and a tcf player
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controller obviously we want to be the
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player controller
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okay
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all those apologies if it seems i uh
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stop and start a couple of times i have
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a
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another version of this opened up in the
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background there
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screen video above
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to double check all my work because
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everyone here i've think only done this
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like once or twice so far so
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just to make sure we don't miss anything
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in this
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avoid avoid any kind of uh
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annoying errors later on
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okay so we repaired that got all set on
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that
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next was
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we got the inputs then we yes we did
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okay
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once that's done do we'll do first we
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check
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and start camera moves character moves
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inputs good yes as long as you can
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you're able to move your character and
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camera and all that that's your job
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that's not all set and working so so
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next we do ac
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stats component
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and we find
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all this i believe stays the same
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and start value
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if we open up to this
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a lot of this will be
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added to some of some of the stuff and
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some of these functions will be
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completely deleted and replaced and
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something will just be added to this one
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will be
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we'll be pretty much keeping all of this
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but just adding to it a bit
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so first thing we'll want to do
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is make the
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event graph
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i will
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get
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player character
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get
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complaints by class
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just type in tempest
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i believe it's the attribute system let
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me just double check my other project
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i want to make sure
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yes it is temperature but red
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so
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tempest
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attribute this is the when you're typing
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in tempest attribute you will see two
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functions here you will see a blue
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blueprint temperature attribute bonds
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and then you will see a core template
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attributes component
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make sure you pick tempest attributes
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component not the bp one
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okay
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and we will
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make this a variable
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and i'll just call it attributes
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component
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plug that in there
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all right
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then we go to our odd start values
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and again a lot of this will be
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all this is going to be stand we're just
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going to be adding to it to
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implement
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both the combats stats and the inventory
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stats
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so first things first is we will get the
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attribute component
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get
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attributes
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bikey and play tag
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and
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type in stutt
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all the way to the very bottom and you
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should see a little default variable
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just called getstat
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you get this and then select from it
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now as you can see this has the stats of
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the
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inventory's original system obviously
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later on yourself now you can add
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different stats change up stats maybe
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add like magic or mana or
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i don't know like police or whatever
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don't just start whatever
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different stats you might want to add
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yourself that can all be tweaked up
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yourself later on very depend on
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what project you're doing
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connect back to this
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this will go to attributes
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health
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health
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stamina
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stamina
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this is called under defense bar
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damage is under attack power
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there's also attack speed we'll get to
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that one in a few minutes
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look at the base
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setup of this to begin
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with okay so from this
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to a is valid
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and slip that in there
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i guess we will also get a couple of
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equal enums
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drag them in there
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say double check which two stats i
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believe it was stealth
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still still
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i believe it was
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health
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and stamina
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but you have to go forth
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max
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health max stamina
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bring them by an ore billion
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um we'll branch this up here you can tie
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this up higher replace it's just time
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i'm doing it for the sake of uh
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how this is going
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and then from
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this
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we get
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attribute
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values i believe it was
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and we break that
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drag off this
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up to here
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set
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members
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plug that into tree and on this
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we just want to make the
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max value pin
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from this we will then want to get
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modify
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plug that
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into false
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and then both of these will be
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connected into there
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invalid as well
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and this one too
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okay joins it all up
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then we get this value
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me slide that up to there
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next we come back into these properties
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from the max value you will get a
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add
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from this
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value you get your current value of the
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max values and such
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and then
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drag this all the way up
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to the next value
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like i said this is a bit messy but like
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i said you can
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sort the site
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however you want to have it you have it
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viewed
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that was
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almost the main functions
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i'll just do a little double check here
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of my notes
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oh is the
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other stop that wasn't included in the
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combat system but as an inventory system
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is attack speed so we will edit
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add new gameplay tag
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attribute
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dot
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attack speed
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we go
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we'll be making
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a lot that's
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in due time and due time
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and i think is the core for the adding
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the stopped value of the top of my head
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next one would be
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started value
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for this one we will
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take all of this
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you can you can delete this you want but
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personally i just like to push them up
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up out of the way just to keep them as a
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reference just in case i might need them
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later on
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okay what's next
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okay apologies for the stop and start
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like i said i've only done this like
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once or twice so far so i wanted to
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i want to keep double checking my notes
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to make sure it's not
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it's not being messed up
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all right
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where's my other project
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okay
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so we'll go to back this ad start value
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and we will
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basically just
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copy all of this
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you will see uh
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we do quite a bit of monopoly for uh
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what we're going to be doing here
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in fact i think we can
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copy
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just about all of
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this
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back and it gets that value
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just paste that in here now
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we'll get it tighten it up a bit
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all right
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and see we keep all our
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studs here
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and once again we're getting as valid
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drag off of that back into those two
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again
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and again max health max stamina
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i believe this one goes into
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is valid
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okay
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attribute bodies
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max
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okay we'll do let's be able to get the
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return node
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true and false
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for the false we get the maximum
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not for true for true for true
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a true just taking the max value false
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we get the current value
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and then once again we'll just get
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another week
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one exam and leave it at zero
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or is not valid
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that's basically that for the
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get start value
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stunt i believe stays the same
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but for
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up we get the
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start value
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and some of this does change
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i believe from
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here
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so once again i'll just drag all this up
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out of the way
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like i said you can delete it if you
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want but i just keep it there in case i
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might need it later on again or any of
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the
00:20:31
any of the nodes may be needed
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and
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once again we
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oh wrong when i didn't save the copy and
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pasting
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we do our little trusty copy paste
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drag this
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all right
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y'all of course
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once again our is valid
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plugged into true
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okay this we plug into
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actually i said helping drag we'll just
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get a uh
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stunt
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and just
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plug it into there
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and again
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leave your max down and then your max
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health
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you'll also need the uh see that's why i
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kept them and also need the
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value note
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so from this let's start with
00:22:32
we'll get a branch
00:22:34
what is valid
00:22:38
first plug
00:22:42
and then we'll start with true and from
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the tree we drag off from
00:22:46
attribute values
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set
00:22:51
member
00:22:52
attributes once again just
00:22:56
make the max value visible
00:22:59
plug that in there
00:23:02
from the value we drag off
00:23:10
i'm going to subtract this time only the
00:23:14
pin should be in the lower one
00:23:16
and we will be subtracting from the max
00:23:20
value poke that in there
00:23:28
drag down in here
00:23:34
multiply
00:23:39
minus one
00:23:43
and i can't
00:23:45
drag off from this modify
00:23:53
plug that in there
00:23:59
not in there and i think that's
00:24:04
that is it for that
00:24:09
yes
00:24:17
i'll just do another
00:24:20
quick check of my notes
00:24:43
okay
00:24:45
apologies for that i had to uh
00:24:48
make momentary pause
00:24:50
i had to put the dog out and get some
00:24:51
brain fuel
00:24:53
on my brain fuel i mean a cup of tea
00:24:58
nectar of the gods anyway
00:25:01
focus moments
00:25:03
right
00:25:05
once we we finished the remove start
00:25:07
values wasn't it yes we did
00:25:12
and i
00:25:13
think
00:25:16
everything of that is set up
00:25:29
yeah i'd say so yep
00:25:31
hope i haven't missed anything never
00:25:33
it's terrible when you take a break for
00:25:34
a few minutes and here's something for
00:25:36
you get enough particularly your flow
00:25:38
and rhythm
00:25:39
but uh
00:25:40
from here that's kind of the stats
00:25:43
integra integrated
00:25:46
with the actual ac stats of the
00:25:48
inventory system like i said if you want
00:25:49
to add more know your own different ones
00:25:51
like you can later on you can add maybe
00:25:54
endurance or manner or something but
00:25:55
this is all the general principle of it
00:25:57
now
00:25:58
questions like
00:25:59
like i said i'll post the uh discord
00:26:01
link at the
00:26:03
in the description box for the video so
00:26:06
you can come there if you have any
00:26:07
issues now
00:26:08
trying to be harmed
00:26:10
with any issues you might have
00:26:12
but the next part is uh
00:26:16
we wanted to show up on the actual
00:26:17
health bar itself
00:26:20
so that's under ui
00:26:25
uh health bar
00:26:29
okay right now these are drawing from their
00:26:31
stats from the obviously the inventory
00:26:33
system stats
00:26:36
obviously we want them to draw them from
00:26:37
the combat system stats so
00:26:40
and combine the two of them so that
00:26:42
changes accordingly depending on maybe
00:26:44
what's equipped or what you wanted to
00:26:49
what you want to run with and such and
00:26:50
status effects and all i can carry on
00:26:53
so we go to the event graph and
00:26:55
[Music]
00:27:00
under
00:27:06
so you would get
00:27:09
good health percent
00:27:17
again apologies for the uh
00:27:19
i keep bulging but stop and start but i
00:27:22
i do want to keep double checking my
00:27:23
other project to make sure i don't uh
00:27:26
get anything wrong
00:27:32
so would double check the event graph i
00:27:35
don't think anything changes on that
00:27:40
no that all stays the same
00:27:45
yep so we get the uh start with health
00:27:47
percent first
00:27:50
and this
00:27:53
is the drill by now we just
00:27:56
push that up out of the way
00:28:00
drag this out a bit
00:28:05
and again
00:28:11
get
00:28:13
player character
00:28:23
get the component by class
00:28:31
and again
00:28:35
tempest
00:28:38
attributes once again obviously you
00:28:40
could just copy and paste this room
00:28:42
where we've done it previously but i
00:28:43
just want to keep showing again
00:28:45
you see the bp template attributes and
00:28:47
the tempest attributes components
00:28:50
always pick just the tempest attributes
00:28:51
components not the wii b one
00:28:54
so click on that
00:28:59
get
00:29:01
attributes
00:29:03
by key of the gameplay tags
00:29:07
this one will edit
00:29:10
the house
00:29:14
so from here we get the attribute values
00:29:27
and once again brick
00:29:30
break that off
00:29:33
apologies for the choking
00:29:38
again is valid
00:29:49
and then from this
00:29:52
we get current health
00:29:58
and
00:29:59
max health
00:30:05
let me just get
00:30:07
set
00:30:08
text
00:30:11
to valid
00:30:15
duplicate that
00:30:18
to x
00:30:21
plug that in there
00:30:23
disconnect on there a second
00:30:27
from here we just drag off here and
00:30:30
pop a nerve
00:30:32
text afloat
00:30:46
put that one in there
00:30:51
from max value then
00:30:55
plug that one in there
00:31:02
just uh squeeze up a little bit away for
00:31:04
a moment
00:31:06
and this we just drag up and then we get
00:31:07
uh normalize
00:31:12
to range
00:31:16
the current value
00:31:18
at the max value
00:31:22
and drop that in there
00:31:29
and i believe
00:31:31
that is it for get percent
00:31:43
then we get the
00:31:44
uh stamina
00:31:47
once again we just drag us or
00:31:50
drag it away
00:31:55
and we can more or less
00:31:57
copy all of this
00:32:01
just copy
00:32:04
and paste
00:32:09
put that in there
00:32:11
and that in there
00:32:14
obviously though we have to change these
00:32:15
ones to
00:32:18
current stamina
00:32:25
and
00:32:26
max stamina where are you
00:32:31
there we go
00:32:33
right in front of me
00:32:35
so much my brain fuel
00:32:41
and then doing here
00:32:43
instead of health
00:32:45
working with stamina
00:32:48
that is basically
00:32:51
it for that point then i believe
00:33:02
tempest attribute stamina make sure it's
00:33:04
all correct
00:33:06
max stone current stamina
00:33:11
curd health max house float from
00:33:18
yes
00:33:21
struck a nut just a
00:33:24
another quick double check my notes
00:33:54
okay
00:34:00
at this point
00:34:02
you'll save a list to make sure
00:34:15
still move about as you can see in the
00:34:16
health bar up the corner the numbers are
00:34:18
there but the bars are now
00:34:20
completely blank that's all fine
00:34:23
don't need to worry about any of that
00:34:29
yes or movement camera movement
00:34:33
why yes
00:34:35
what i recommend doing at this point is
00:34:37
after you've saved is shutting down and
00:34:39
restarting
00:34:41
because we did notice there was some
00:34:43
occasionally there were some crashes
00:34:44
within the
00:34:46
stat initializings so we just
00:35:00
close this
00:35:13
and do a restart
00:35:27
come on come on
00:35:32
open the assets we closed
00:35:41
we'll give another use
00:35:53
oh as you can see it also has its own uh
00:35:57
loading saving i believe all this wood
00:35:58
will work as well right out of the box
00:36:00
that up once it's finished too
00:36:09
and where is great good
00:36:15
no errors is always good
00:36:18
okay next thing i think we need to open
00:36:20
where is it
00:36:34
here we go
00:36:35
stats
00:36:50
don't think we actually needed to
00:36:52
because he starts now
00:36:55
and i can join with the
00:36:58
tempest stuff so i don't we might not
00:37:00
even need to
00:37:01
tweak these off off the top of my head
00:37:07
time consult the notes
00:37:30
chopping away yourself with what it
00:37:31
makes
00:37:34
that makes turned off okay
00:37:37
from here
00:37:46
and we just need to tweak up the stats
00:37:48
to
00:37:49
actually show properly
00:37:52
so from here we go to
00:38:00
blueprints player
00:38:03
player character
00:38:05
and we'll set begin play
00:38:13
and we will call the
00:38:16
from current function
00:38:22
and get the
00:38:30
campus
00:38:31
attributes i believe it was
00:38:39
drag off nut
00:38:41
and construct
00:38:51
attribute of class
00:38:55
take that in there and this will be of
00:38:57
the
00:38:58
health
00:39:05
get one for the stamina
00:39:14
okay
00:39:16
drag that in change this up a bit
00:39:34
and you see stats
00:39:36
zero
00:39:39
i'm not sure about it without a top yet
00:39:41
i'll look into that
00:39:47
but if we want to uh
00:39:51
make sure it's working
00:39:56
we'll do a uh
00:40:06
a motherfly
00:40:10
i think comes off from here
00:40:15
modify attribute
00:40:18
by let's say 50.
00:40:30
yes so you can see it's at 50.
00:40:36
try modifying the uh
00:40:39
stamina and see if it does the same
00:40:58
yes there we go
00:41:24
see we drink a potion restores our house
00:41:27
fully yes excellent
00:41:30
good good good
00:41:39
and you see health change it's been on
00:41:41
the armory were
00:41:55
now we've got to work on the
00:41:58
weapons
00:42:04
of course we haven't set them one
00:42:05
together for the damage tech speed and
00:42:07
such so
00:42:09
what we'll do is
00:42:19
like those we don't need them
00:42:28
we'll make a couple more of these
00:42:35
this one can be
00:42:44
defense power
00:42:52
and attack power
00:43:16
i'll make one more
00:43:19
i'll leave that one blank for a moment
00:43:21
because we haven't made the attack speed
00:43:22
algebraic yet
00:43:32
you can see we do not see attack speed
00:43:34
there
00:43:35
it hold it hold at all
00:43:40
to fix that
00:43:44
just uh you can push wherever you want
00:43:46
i'll just put it in here for
00:43:48
convenience
00:43:51
blueprints
00:44:05
attributes we go to
00:44:07
bp
00:44:08
base attribute
00:44:16
i'll just call this
00:44:17
bp underscore
00:44:23
attack speed
00:44:27
attribute
00:44:41
and we come in here
00:44:44
what we'll do is set this to one
00:44:47
current minimum x
00:44:49
edit
00:44:51
attributes
00:44:54
tax paid
00:45:00
company i
00:45:02
think that's all we need to do in there
00:45:13
let's back to character
00:45:16
plus
00:45:18
attack speed
00:45:22
oh
00:45:24
i have to connect these up
00:45:29
to attributes component
00:45:36
there we go
00:45:47
i think that might
00:45:53
set that
00:45:55
yeah see
00:45:56
put on your armor change your army that
00:45:58
armor
00:46:06
damage is calculated
00:46:08
no weapon no damage your attack speeds
00:46:11
minimum based on your uh
00:46:13
just honda and calm if you want
00:46:21
based on that six damage the sixth how
00:46:23
much appears there
00:46:24
attack speed that's 25 otherwise it's
00:46:26
0.75
00:46:28
damage 10
00:46:39
armor 5 just based on just what the
00:46:41
shield is
00:46:48
obviously like i said because of the uh
00:46:52
the base stamina i have
00:46:57
i haven't been able to uh like have
00:46:59
attack animations or additional
00:47:02
weapons and things
00:47:05
so unfortunately he'll
00:47:07
go by bare minimum
00:47:10
let's see double check my notes now and
00:47:12
see what was next
00:47:14
or if there even was a much next
00:47:20
give me a moment
00:47:26
okay
00:47:30
for the
00:47:34
for that white line i think what might
00:47:36
be the cause of that
00:47:47
remember where it was
00:47:52
controller ac studs
00:47:59
okay
00:48:02
ben nut do double check here
00:48:23
no we don't bend that
00:48:35
so restore that
00:48:51
there we go
00:48:55
okay next thing we got to work on is the
00:48:57
actual weapons and equipment
00:49:00
themselves
00:49:07
so now i've gotta find
00:49:12
blueprints
00:49:31
inventory
00:49:38
flair equipment
00:49:49
touch
00:49:51
attach item to equipment or sink
00:50:03
see we're also working a bit so some of
00:50:05
the newer versions
00:50:07
has been replicated so
00:50:11
obviously tempest isn't replicated so
00:50:13
we're
00:50:14
working around that
00:50:41
body's checking my
00:50:44
notes again
00:50:45
finding what it is i need to fight
00:51:52
base equippable is what i need to find
00:52:00
there's no base equipment
00:52:11
here we have to have a
00:52:15
reference
00:52:18
a variable call it the
00:52:20
tcf
00:52:29
weapon
00:52:32
that was under uh
00:52:36
base player
00:52:41
weapon
00:52:42
like class
00:52:56
try this out
00:53:00
that way
00:53:15
actor from class
00:53:36
just split up and leave it it'll just
00:53:38
automatically attach
00:53:53
and we just have to have some
00:53:56
beast settings
00:54:27
so what we'll do is i'll make a uh
00:54:34
probably his default we wanted to be
00:54:36
just unarmed
00:54:39
like i said you'll probably have
00:54:42
anyone who's bought the tampa spa
00:54:43
package we'll have like some of these
00:54:45
systems already with some of the sump
00:54:47
projects but uh
00:54:49
because this one of mine is so uh
00:54:53
it's very much uh very very basic
00:54:58
unlimited so i have to make things as i
00:54:59
go so that's why you don't see like
00:55:01
anime attack animations and
00:55:04
all that kind of thing a lot of that is
00:55:06
in the uh
00:55:10
tutorial tutorial videos and such and
00:55:12
documentation for the combat system
00:55:14
itself anyway so
00:55:15
any questions i love that just uh
00:55:18
see us on the discord channel but where
00:55:20
was i oh yes
00:55:22
over here we'll make a
00:55:25
blueprint class
00:55:32
bs
00:55:35
player weapon
00:55:46
call it
00:55:52
tcf
00:55:58
unarmed
00:56:13
it's a bit easier
00:56:28
script
00:56:46
firstly
00:57:02
there was
00:57:03
something
00:57:14
where was it
00:57:39
for unarmed first thing before we do
00:57:41
that we need to
00:57:43
all right
00:57:46
set attributes and states
00:58:02
delete that
00:58:06
base player weapon
00:58:09
you just uh
00:58:11
copy all this
00:58:13
make sure we don't miss any of it to
00:58:15
copy all of this
00:58:29
and paste it in here
00:58:49
and then these are made obviously as
00:58:50
local variables
00:58:58
then just this law
00:59:00
last two week disconnect
00:59:44
another
00:59:57
get component
01:00:03
by class and i think it's the
01:00:09
combat
01:00:14
tess
01:00:15
combat
01:00:18
uh here we go
01:00:20
there's tempest
01:00:21
bs combat component and tempest player
01:00:24
callback we could want the uh
01:00:26
tempest player component
01:00:28
that's a tongue twister
01:00:31
this up here we bit
01:00:37
drag on this
01:00:39
set
01:00:41
equipped weapon
01:00:46
and weapon itself
01:01:04
then let me see
01:01:19
we need the pda the asset
01:01:36
there we go
01:01:37
i'll just keep it near beside this just
01:01:40
so i don't lose my place
01:01:44
does it and it's on the
01:01:46
base player pda
01:02:01
unarmed
01:02:14
this is where a lot of the uh
01:02:17
weapon enforced it has states and such
01:02:20
obviously anyone who look at the
01:02:21
documentation of the
01:02:23
combat system will see that new year and
01:02:26
all your different inputs states and
01:02:27
abilities and such depend on what
01:02:29
weapons equipped
01:02:31
but like i say because this is just
01:02:32
unarmed we'll leave all this blank and i
01:02:34
do not have any other
01:02:37
major assets for creating stuff but this
01:02:39
time on this
01:02:41
particular version
01:02:44
but under the uh
01:02:48
tcf
01:02:51
unlearned weapon blueprint for me it
01:02:55
just touch
01:02:57
unlearned weapon
01:03:02
and i think this might be it all done
01:03:07
one nice little browse through my uh
01:03:09
notes just give me a moment now double
01:03:11
check but i think this could be
01:03:14
pretty much almost all of it done
01:03:19
okay
01:03:20
i paused again for a second to do a
01:03:22
couple of uh preliminary tests and
01:03:24
checkups and there was one little thing
01:03:26
i did forget
01:03:28
after you make the uh
01:03:30
unarmed pda
01:03:32
go back into the base equippable
01:03:35
and in this uh
01:03:37
variable here set its base to the
01:03:41
unarmed weapon blueprint we made so it
01:03:44
just
01:03:45
sets automatically different unarmed
01:03:48
like unarmed is the default type of
01:03:50
thing
01:03:51
then
01:03:54
another thing if you want to test it
01:03:58
in the player
01:03:59
controller blueprint under player
01:04:02
equipment there is a there's a we tab
01:04:04
here
01:04:06
called initial equipment where you can
01:04:08
set what your
01:04:10
what the player is initially equipped
01:04:12
with when you're even when the game
01:04:13
starts at the start it's like you know a
01:04:15
chess player the sword a couple other
01:04:17
things at the bit from it for now i just
01:04:19
deleted all that so it's empty so we
01:04:20
play starts with the player just to
01:04:22
completely bear
01:04:24
and i've done a recheck here on the uh
01:04:27
event tick
01:04:29
just to see we get the combat component
01:04:31
okay check if the weapon is complete if
01:04:33
it's small if it's valid
01:04:35
if it's not valid it'll say hello if it
01:04:37
is valid
01:04:38
it should come up as the
01:04:41
unarmed even though a weapon has
01:04:43
equipped it should come up his arm
01:04:45
because that's the only pda thing i have
01:04:47
at the minute like if you set them
01:04:49
set each individual pda that you make
01:04:51
enough reach weapons and such you know
01:04:52
it'll be different but like i said
01:04:54
because i've only got the base
01:04:57
the baselines of the system
01:05:00
so we're
01:05:03
what are truth to test
01:05:08
okay yes i compiled it that's good
01:05:12
all right
01:05:14
so we start and you can see it starts as
01:05:16
hello that means the weapon is not
01:05:18
involved because nothing is equipped
01:05:22
click on weapon and there we go
01:05:47
i believe that is pretty much all sorted
01:06:21
hmm
01:06:24
stats have stopped working
01:06:28
that is not good
01:06:32
good at all
01:06:49
we know that part's working so i can
01:06:50
give her a lot
01:07:09
i see what it is that's a working again
01:07:18
yeah that's a pokemon again
01:07:20
yeah what happened was i uh
01:07:24
while tweaking the better doing some
01:07:25
tests i accidentally uh
01:07:28
in the player controller blueprint under
01:07:30
the stats
01:07:31
accidentally deleted these
01:07:35
it stopped them showing up there
01:07:41
but uh
01:07:47
that's them all working again now
01:07:50
so we start up
01:07:52
see starts naked and bare
01:07:56
equip a sword
01:07:57
damage your attack speed go up
01:08:00
the armor your armor goes up
01:08:02
knees will get all your stats and data
01:08:04
as well from your
01:08:06
from reaching them with that acid pdas
01:08:08
you make up
01:08:11
the machine get you the armor
01:08:15
not showing you your max health and your
01:08:16
max stamina
01:08:34
and there we go
01:08:38
right now for increasing stamina
01:08:42
yeah no one for stopping us and we'll
01:08:43
test that
01:08:48
yep there you go
01:08:51
hundred i don't know why the bar stayed
01:08:53
yellow i'll look at the i'll look in
01:08:54
there we fixed nothing but i found that
01:08:55
i'll post that just on the uh
01:08:57
in the description box yourself i won't
01:08:59
hold up a tutorial any longer now just
01:09:00
for the sake of a uh
01:09:02
something that's probably some we fit we
01:09:04
fiddly issue
01:09:06
of some restart
01:09:08
somebody else might even find a solution
01:09:10
for it before you and i do
01:09:13
but i won't hold up the tutorial at work
01:09:15
so i know that
01:09:16
quite a few people have ever been
01:09:19
waiting for this since this new combat
01:09:20
system has came out
01:09:23
so
01:09:24
there you have it like i said
01:09:27
this is a uh
01:09:29
this is a very baseline uh introduction
01:09:31
to the uh
01:09:32
system
01:09:34
because
01:09:36
nice what i what i was given was a very
01:09:38
uh minimal
01:09:40
test sample of the of the plug-in of the
01:09:42
combat system so it didn't really have
01:09:43
any kind of uh
01:09:45
example stuff not to really use or get
01:09:47
it get deep into the
01:09:49
instructions but uh
01:09:51
so i wasn't able to get into like the
01:09:52
abilities or the map of the quests or
01:09:54
anything
01:09:55
none of that's
01:09:57
set up for me or anything yet
01:09:58
most of them should
01:10:02
for maybe the abilities i'm not sure how
01:10:03
they work because i haven't had a chance
01:10:05
to look into them yet know how the
01:10:06
combat systems ability system works
01:10:09
but the map stuff and the quest that
01:10:10
should come just from the items you pick
01:10:12
up which
01:10:13
in the interactions and such and all
01:10:15
automatically work for
01:10:16
if you don't automatically work now in
01:10:18
the inventory system and the crafting
01:10:20
system
01:10:21
does work as well in fact i'll go over
01:10:22
to the uh
01:10:25
give you a couple of examples here you
01:10:26
see we uh locked door we pick up the key
01:10:30
use the key on the door and it's
01:10:33
open
01:10:35
and the key is no longer in the
01:10:36
inventory then once it's used
01:10:38
so as you can see that's used
01:10:41
you can interact with these move them
01:10:42
about such and such and all these will
01:10:44
move
01:10:46
we'll come into the storage here
01:10:48
it's a hold so i hold the button opens
01:10:50
the chest
01:10:52
take everything out of here
01:10:56
you can see it all goes into my
01:10:58
inventory
01:11:03
and then we come over to the forge here
01:11:07
and let's see if we want to craft a
01:11:08
helmet
01:11:11
you cropped it
01:11:13
you want to craft a pair of pants will
01:11:16
craft them
01:11:18
did you see they're in our inventory
01:11:21
grip that
01:11:23
that's your armor
01:11:38
there he's all decked out
01:11:41
nice you know to set uh which animations
01:11:43
you like what's um
01:11:45
all the cold combat styles you want and
01:11:48
bob's your uncle
01:11:51
so i hope this
01:11:54
i hope this tutorial has helped if you
01:11:56
at least even some get a video then get
01:11:58
an idea of the merging and such known
01:12:00
i'd integrate other things themselves
01:12:02
one of my next ones i might work on will
01:12:04
be probably the locomotion system for it
01:12:06
something a bit more in depth using the
01:12:09
easy locomotion toolkit
01:12:11
and like i said before i have to start
01:12:13
i'll post the descriptions in the
01:12:17
url
01:12:18
i will post links in the description i
01:12:20
should say to both the inventory system
01:12:23
which i suggest people check out on the
01:12:25
combat system which i definitely suggest
01:12:27
people check out because it is
01:12:29
quite impressive so far from what i've
01:12:30
seen
01:12:31
and i'll also post a link to the discord
01:12:34
channel where you can come and join us
01:12:35
once you've verified and
01:12:39
there you go if you have any issues or
01:12:41
need any help with any other combat
01:12:42
system small they'll give you links to
01:12:43
tutorials documentations and it can help
01:12:46
you with this integration
01:12:48
okay i've droned on long enough for this
01:12:50
so
01:12:52
i will leave you all to it thank you
01:12:54
goodbye

Description:

https://www.patreon.com/ResurgenceGames A tutorial for intergrating these two systems together. As i said in the video i had a base test version of the newest combat system released a few days ago (as of this writing lol ) so wanted to show how to set it up. Note = for reparenting the controller make sure that its set to "BP_TCFSampleController" as the inputs were moved inside it in V1.04 onward Combat system = https://www.unrealengine.com/marketplace/en-US/product/tempest-combat-framework Inventory system = https://www.unrealengine.com/marketplace/en-US/product/rpg-inventory-and-interaction-system Combat system Discord channel = https://discord.com/invite/QzV3N747Fp

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