Master AI Damage with Line Tracing and Crosshair Techniques

Master AI Damage with Line Tracing and Crosshair Techniques

Table of Contents

  1. Introduction
  2. Setting up the Attack System 2.1 Creating the Attack Trace 2.2 Setting up the Sockets 2.3 Applying Damage to the Player Character
  3. Implementing Damage Detection 3.1 Setting up the Player Character's Health Variable 3.2 Handling Damage Events 3.3 Printing the Health Value
  4. Enabling Player Character to Attack AI 4.1 Adding an Action Mapping for Attack 4.2 Implementing Line Trace for Player's Attack 4.3 Modifying Camera Offset for Accuracy
  5. Setting up AI to React to Player's Attacks 5.1 Creating AI Health Variable 5.2 Applying Damage to AI 5.3 Playing Hit Animation 5.4 Checking for AI Death
  6. Adding Crosshair to Player Character 6.1 Creating Crosshair Widget Blueprint 6.2 Adding Crosshair Image 6.3 Positioning and Scaling the Crosshair
  7. Handling AI Death and Cleanup 7.1 Checking AI Health 7.2 Playing Death Animation 7.3 Stopping AI Behavior 7.4 Destroying AI Components
  8. Handling Player Character Death 8.1 Checking Player Character Health 8.2 Displaying Game Over Screen 8.3 Destroying Player Character
  9. Conclusion

Introduction

In this article, we will be exploring how to implement an attack system in a game using Unreal Engine. We will focus on creating an attack Trace, applying damage to the player character and the AI, and handling damage detection. We will also cover setting up a crosshair for the player character, handling AI death, and handling player character death.

Setting up the Attack System

2.1 Creating the Attack Trace

To enable the player character to attack, we need to Create an attack trace that detects when the player character's attack collides with another character. This trace will determine if the attack successfully hits the target.

2.2 Setting up the Sockets

In order to perform the attack trace, we'll need to set up sockets on the player character's skeletal mesh. These sockets will define the start and end points of the trace. We'll add two sockets: one for the start point and another for the end point of the trace.

2.3 Applying Damage to the Player Character

Once the attack trace collides with the target character, we need to Apply damage to the player character Based on the strength of the attack. This will reduce the player character's health and trigger the appropriate animations or events.

Implementing Damage Detection

3.1 Setting up the Player Character's Health Variable

To track the player character's health, we need to create a health variable. This variable will represent the Current health of the player character and will be updated whenever the character takes damage.

3.2 Handling Damage Events

When the player character takes damage, we need to handle the damage event by subtracting the damage value from the player character's health. We'll also print the updated health value to provide feedback to the player.

3.3 Printing the Health Value

To make the health changes more visible, we'll print the current health value on the screen using a print STRING. This will allow the player to see how much health they have remaining.

Enabling Player Character to Attack AI

4.1 Adding an Action Mapping for Attack

To enable the player character to attack the AI, we'll add an action mapping for the attack input. This will allow the player to trigger the attack action using a designated key or button.

4.2 Implementing Line Trace for Player's Attack

When the player character attacks, we'll use a line trace to detect if the attack collides with the AI character. This will determine if the attack successfully hits the target.

4.3 Modifying Camera Offset for Accuracy

To ensure the line trace accurately represents the player's attack, we'll modify the camera offset to Align the line trace with the player's crosshair. This will improve the accuracy and realism of the attack system.

Setting up AI to React to Player's Attacks

5.1 Creating AI Health Variable

To track the AI's health, we'll create a health variable for the AI character. This variable will represent the AI's current health and will be updated whenever the character takes damage.

5.2 Applying Damage to AI

When the AI character takes damage from the player's attack, we'll apply the damage value to the AI's health. This will reduce the AI's health and trigger the appropriate animations or events.

5.3 Playing Hit Animation

To provide visual feedback when the AI character is hit, we'll play a hit animation. This animation will indicate to the player that the attack successfully landed on the AI character.

5.4 Checking for AI Death

We'll implement a check to determine if the AI character's health has reached zero. If the health is zero or below, the AI character will be considered dead and appropriate actions, such as playing a death animation, will be triggered.

Adding Crosshair to Player Character

6.1 Creating Crosshair Widget Blueprint

To provide a visual reference for the player character's aim, we'll create a widget blueprint for the crosshair. This blueprint will allow us to customize the appearance and behavior of the crosshair.

6.2 Adding Crosshair Image

We'll add an image component to the crosshair widget blueprint. This image will represent the crosshair and will be positioned at the center of the screen.

6.3 Positioning and Scaling the Crosshair

To ensure the crosshair is properly positioned and scaled, we'll anchor it to the middle of the screen and adjust its size accordingly. This will make the crosshair appear correctly regardless of the player's screen resolution.

Handling AI Death and Cleanup

7.1 Checking AI Health

We'll implement a check to determine if the AI character's health has reached zero. If the health is zero or below, the AI character will be considered dead and appropriate actions, such as playing a death animation, will be triggered.

7.2 Playing Death Animation

When the AI character dies, we'll play a death animation to provide visual feedback to the player. This animation will indicate that the AI character has been defeated.

7.3 Stopping AI Behavior

Once the AI character is defeated, we'll stop its behavior. This will prevent the AI character from attacking or responding to any further actions from the player.

7.4 Destroying AI Components

To clean up the AI character, we'll destroy its components once it has been defeated. This will remove any unnecessary resources and prevent any further interactions with the AI character.

Handling Player Character Death

8.1 Checking Player Character Health

We'll implement a check to determine if the player character's health has reached zero. If the health is zero or below, the player character will be considered dead and appropriate actions, such as displaying a game over screen, will be triggered.

8.2 Displaying Game Over Screen

When the player character dies, we'll display a game over screen to inform the player that the game has ended. This screen can include Relevant information such as score, restart options, or any other necessary details.

8.3 Destroying Player Character

Once the player character has died, we'll destroy its components to clean up any resources and prevent any further interactions.

Conclusion

In this article, we covered the implementation of an attack system in Unreal Engine using various techniques such as attack traces, damage detection, and character animations. We also explored the addition of a crosshair for the player character and handling character deaths. By following these steps, developers can create engaging and immersive gameplay experiences.

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