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36 lines
1.6 KiB
36 lines
1.6 KiB
4 years ago
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## FiringRange
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In this exercise, you will learn to use Unreal Engine and use Blueprints to script functionalities of a basic FPS game. The theme is to reproduce a firing range. And remember weapons are allowed only inside the shooting area!!
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### Instructions
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The map of this project should be composed by a cube with dimensions of X = 35, Y = 40, Z = 1, simulating the floor and other cubes as walls around the floor. In the map there should be a zone where the character should be able to walk around and shoot to the targets and another zone where the player can not go, where the targets are present.
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For this project you will have to create a Blueprint Class target, that will have some characteristics. The target should :
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- either be moving from side to side or stationary.
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- be dynamic, using the timeline node.
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- use a public variable to set or unset the movement animation of the target.
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- rise again after x seconds after being hit it with a projectile, , and behave like before it was hit.
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Only one class of target is allowed on the whole project.
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The previous mentioned projectile should:
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- have a size of X = Y = Z = 0,5.
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- have a speed of 10000.
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The First-person template and all needed assets can be found in the Firing Range folder.
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When finished, your project should look like the executable example on the folder or the “Expected Result” video.
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> Don’t forget to zip up the project compile and save everything for peer correction.
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#### Bonus
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Here are some ideas for improving the game:
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- Targets with different speeds
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- Textures on the walls and ground
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- Add obstacles in front of the targets
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