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39 lines
1.9 KiB
39 lines
1.9 KiB
4 years ago
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## FiringRange
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In this exercise, you will learn to use the Unreal Engine and 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 of a cube with dimensions of X = 35, Y = 40, Z = 1. It should simulate the floor and other cubes as walls around the floor. In the map there should be a zone where the character is able to walk around and shoot the targets and another zone where the player can not go and 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 of these characteristics. The target should :
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- have associated to it the previous created material.
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- either be moving from side to side or be 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 for the whole project.
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The previously 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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After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/FiringRange.zip), you can copy its content to your project Content folder.
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When finished, your project should look like the executable example on the folder or the ["Expected Result" video](https://youtu.be/EBibaN-dh_0).
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> Do not 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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- Adding obstacles in front of the targets.
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[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.
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