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resource files links unreal engine update

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OGordoo 4 years ago
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efcffaebb5
  1. 2
      subjects/armyofone/README.md
  2. 2
      subjects/firingrange/README.md
  3. 5
      subjects/mousevr/README.md
  4. 2
      subjects/vehiclephysics/README.md
  5. 7
      subjects/zombieai/README.md

2
subjects/armyofone/README.md

@ -31,7 +31,7 @@ Starting from an empty project, after creating a level with a floor (nothing els
- use Animation Blueprint variables to handle different animation states.
After downloading and unzipping this [file](), you can copy its content to your project Content folder.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/ArmyOfOne.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/sebi5icA1MM).

2
subjects/firingrange/README.md

@ -21,7 +21,7 @@ The previously mentioned projectile should:
- have a size of X = Y = Z = 0,5.
- have a speed of 10000.
After downloading and unzipping this [file](https://assets.01-edu.org/FiringRange.zip), you can copy its content to your project Content folder.
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.
When finished, your project should look like the executable example on the folder or the ["Expected Result" video](https://youtu.be/EBibaN-dh_0).

5
subjects/mousevr/README.md

@ -11,6 +11,7 @@ You will have to create a game that uses the mouse as if it were the player head
After creating a blank project and importing the content from the provided folder, you should focus on the following points to accomplish the previous explained features:
- Use Scene Capture to take a 360 degrees screenshot, that you will need later on every targeted location on the map.
- With this, you can create a new material and apply it to a sphere.
- Find a way to display the material inside and outside the sphere to create a VR world illusion.
@ -19,6 +20,7 @@ After creating a blank project and importing the content from the provided folde
- In order to play the game, the player only needs to use the mouse and never the keyboard.
- Create your own interaction point to indicate where the player is heading.
- The design of the interaction point is up to you, but it should display a text underneath it, indicating where this interaction point is going to lead the player to (burger store, metro, park, etc...).
- There should always be an interaction point visible to the player, somewhere in the world that lets the player quit, no matter where the player is in the map.
@ -27,13 +29,14 @@ After creating a blank project and importing the content from the provided folde
- Use an Interface Blueprint to handle interactions: a Blur, a Focus and an Active interaction.
- Use a SphereTraceByChannel node to be able to look at objects.
- Use casting with your interaction point to know which object you are looking at.
- Use an interaction timer to set how many times should the player look at an interaction point in order to travel to the next space (like on the video example). In other words, the player should look for a while at the interaction point before getting teleported to the next scene.
- Except for the interaction point and the spheres containing the panoramic images, no 3D objects are allowed on the map.
After downloading and unzipping this [file](https://assets.01-edu.org/MouseVR.zip), you can copy its content to your project Content folder.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/MouseVR.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/Tor1Q10NG_Q).

2
subjects/vehiclephysics/README.md

@ -34,7 +34,7 @@ There must be three models of cars on the map the character can choose from. All
To create the map you should use the Landscape tool. Also add a track using spline roads.
After downloading and unzipping this [file](https://assets.01-edu.org/VehiculePhysics.zip), you can copy its content to your project Content folder.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/VehiclePhysics.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/4dXjFKh_jjY).

7
subjects/zombieai/README.md

@ -23,9 +23,11 @@ After entering the game by clicking the "Start Game" button, these are the game
- a widget on the screen should be visible for the player life and should also contain the wave number that the player is in.
- an enemy spawning system from a blueprint that can be placed around the world.
- zombies should never all spawn at the same time. Zombies should spawn one by one every `N` second(s)(you decide what N is).
- create the animation for the Zombie. There should be at least two animations (running and attacking). These actions have to be performed by the Behavior Tree.
- on spawn, the Zombie should detect the player location and run towards it, following the Behavior Tree that you created earlier.
- when shooting, a fire projectile has to be casted and shot from the muzzle of the rifle.
@ -35,11 +37,13 @@ After entering the game by clicking the "Start Game" button, these are the game
- after 5 hits the player should die.
- the life of the player should slowly get back up, 2 seconds after the hit. If the player gets hit again, wait 2 seconds again to give him back his health.
- on zombie component hit with the projectile, the zombie should lose health when it gets hit and should not die in one shot.
- after being hit multiple times and dying, the death of the zombie has to be noticeable.
- the zombie spawning and the recovery of health should be handled by the node "Set Timer by Function Name".
- the wave system should be as simple as it sounds. When you kill a certain amount of zombies in the first round, you calculate the number of zombie you want for the second round and spawn them (You can maybe get more creative than zombiesNumber \* 2 or \* wave).
- more zombies should spawn as the waves increases.
- you have the freedom to create the map and design the level. Just be sure that the Navigation Mesh Bound covers the whole map or else you will have trouble with the zombie not coming for the player.
@ -47,6 +51,7 @@ After entering the game by clicking the "Start Game" button, these are the game
- every projectile and zombie should be destroyed when they are no more visible/alive.
- the sound from the shot and from the zombie have to be handled.
- zombie sound should be following the zombie and the sound should increase or decrease depending wether the player gets closer or futher from the zombie.
- when you shoot, two sounds must be heard: the shot sound and the shells of the round hitting the ground.
@ -55,7 +60,7 @@ After entering the game by clicking the "Start Game" button, these are the game
- the wave during which the player died.
- these two stats also have to be displayed when the player presses the TAB button and be hidden when the TAB button is released.
After downloading and unzipping this [file](https://assets.01-edu.org/ZombieAI.zip), you can copy its content to your project Content folder.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/ZombieAI.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/d8MqIVuC88k).

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