finally finished it, quite a learning experience. thank you good sir
@thegamedevcave8 ай бұрын
one more video coming to this series tomorrow :)
@ResonanceRebirth8 ай бұрын
I've learned a lot thanks to your channel. Thank you for what you're doing. Thank you for real.
@thegamedevcave8 ай бұрын
Glad to hear it!
@aliahmed-x6k6n6 ай бұрын
Amazing , Thanks
@nomad73174 ай бұрын
Thanks for the great tutorial. I have a doubt. Let's suppose I have a molotov fire effect - where I need to do increased damage every periodic tick. It follows this formula: 30 + 8 * n, where n is the number of ticks / applications. So in the molotov effect, the damage every period will be (30 + 38 + (30 + 16) + (30 + 24) + (30 + 32) ) for period of 4 seconds (period executes on effect applied). How to achieve this?
@thegamedevcave4 ай бұрын
interesting question. i'd probably do something like adding an extra attribtue to your attribute set for n. that way, every time you apply damage you can increase n. then when you remove the effect, run another effect that simply sets n back to 0 (or 1, depending n how you code things)
@toupin35837 ай бұрын
explaining the copilot suggestion instead of just reading it would go a long way. Not saying you never do, but it's happened
@thegamedevcave7 ай бұрын
I’m pretty sure I only ever skip over copilot code when it is duplicated code that I already explained before (no real point in explaining the same thing twice after all) What part specifically is causing you trouble?
@lagman66614 ай бұрын
Hello, I'am attempting to use commit ability but it is not functioning properly. When my stamina cost is 20, I'am still able to use whatever ability even though I set the cost class. Please Help!
@noname_21083 ай бұрын
While you’re trying to explain to people “it’s not what you need to know, it’s a boilerplate” you could already explain what happens in these lines of code. Kinda useless tutorial. Doesn’t explain replication stuff too.
@thegamedevcave3 ай бұрын
I explain what it does, just not how it works in detail. Much the same way any engine functions are. Do most people REALLY know what happens when you call a function like "get player controllee" under the hood? No, we just k ow that it is a function that returns a pointer to the player controller and 99% of people dont need to bother with how a function like that actually works. The same goes for this boilerplate code here. Theyre a bunch of macros that do stuff that we dont really need to worry about