WEBVTT

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Okay, so we have our shaman.

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We have an attack montage for the shaman.

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It's time for our shaman to have an attack ability.

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Now, that means we need to figure out what exactly we want this goblin to do.

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And I'd like to launch a projectile.

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Perhaps a fireball.

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Maybe this can be a fire shaman, at least for now, just so we can have something happening.

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So for that reason, I'd like to take a look at the abilities we already have.

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Now, if we go into blueprints, ability system, enemy abilities, we have this ranged attack and ranged

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attack seems to have everything we need for a shaman to launch a projectile.

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Let's go through it and see if that's the case.

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As soon as we activate the ability, we get our combat target that should be set from our behavior tree

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in the behavior tree task attack.

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Then we update the facing target.

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That's for motion warping.

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We get our attack montages and get a random element from that.

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If there's more than one.

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If there's just one, we get that one.

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It's a tag montage that we get from this array, which has a montage and a montage tag.

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We play that montage.

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We could totally do that with our shaman.

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The shamans tag is set to the weapon where waiting for a gameplay event with that tag.

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Once that event is received, we get the combat socket location using that tag, and then we get our

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combat target, get its location and spawn a projectile at that target.

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That is basically everything we need for our shaman as well.

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Now, there are a couple of things that we'd probably want to change.

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If we go to our class defaults, we'll see that we have the projectile class set to rock.

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Well, we could probably change that out, but the damage effect could be the same.

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Now we'd want to change the damage type, probably to abilities firebolt, but basically everything

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else here could be the same.

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So for that reason, I'd like to make a child blueprint based on the ranged attack ability and call

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this enemy fireball.

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So I'm going to right click on GA Ranged Attack, create a Child Blueprint class and call this GA underscore

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enemy fireball or Firebolt.

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That's what it's called.

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So we'll open up our enemy Firebolt and just change this so that it has everything we need for the projectile

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class.

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I'm going to choose Bpy Firebolt for the damage type.

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I'm actually going to change the key because this is no longer a physical damage type.

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I'm going to change it to fire and I'm going to change the curve from the curve table to abilities.

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Dot Firebolt Notice that it starts off at ten damage and it's a little bit more formidable.

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That's what I want.

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So now that I have an enemy firebolt ability, I can assign that in the class defaults.

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We can go to blueprints, ability system data and open character class info.

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And we know that our BP shaman is an Elementalist and it's going to be granted the primary attributes

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for an Elementalist as well as the start up abilities for the Elementalist.

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We can click plus and add a start up ability and choose enemy firebolt and now the enemy will have the

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ability to launch a firebolt Let's just see how this works straight out of the box and see if there's

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anything else that we need to do.

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Of course we're going to need to bring in a shaman, aren't we?

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So to make things a little less distracting, I'm going to go ahead and take out a couple of these spear

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goblins.

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I'll leave one of them and I'll go ahead and move my big beast ghoul over there.

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Make some room here, and let's bring in the goblin shaman.

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So, character shaman, BP shaman.

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I'm going to bring one in right there.

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I'll go ahead and rotate it so it's facing the correct direction.

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Same for my ghoul.

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And let's go ahead and.

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Playtest.

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Here comes the goblin shaman.

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And look at that.

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It is definitely launching fireballs at me.

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And the fireballs can hit other enemies.

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So we'll have to take care of that.

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But it's causing a good amount of damage.

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Now I'm noticing the Goblin shaman is a little fast.

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I'd like to slow it down a bit.

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So let's go to Shaman.

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We have our own base walk speed variable.

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I'm going to set that down a bit.

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Let's try 75.

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That's the max on its blend space, I believe.

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And let's see if that looks better.

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I do believe I like that better now.

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I also see that it's a little bit choppy when it comes to turning, just like we had that issue with

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our.

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Ghoul.

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And I believe I can adjust its rotation rate on the character movement component.

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So I'm going to search for that.

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And these are things that you'll typically adjust based on the different types of enemies.

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They're all going to have slightly different stats here.

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I'm going to bring this down to 200 and see if that looks better when that shaman turns.

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It's a little bit fast still, but I'm kind of okay with it.

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I think that's fine.

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Now he's launching fireballs at me as soon as it gets in range.

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And that fireball does a good deal of damage.

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And I just got taken out.

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All right.

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So that's pretty cool.

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I'm liking that.

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I'm liking it.

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Now that we have a shaman that can launch fireballs, we're going to want to make sure that those fireballs

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can't hit the other enemies.

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We saw that that was a problem, right?

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Or is it?

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Let me just make sure.

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It should still launch one here in a second.

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Let's see if it launches one and hits.

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Nope, it doesn't hit the other enemies.

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We took care of that.

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Excellent.

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All right.

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Now, something I'm noticing is when we launch a fireball, we don't get that sound, the fireball launching

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sound.

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And in fact, our slingshot enemies don't have any sounds when they're launching their slingshots.

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It'd be kind of nice to add some sounds.

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And those sounds are typically what we add to our animation montages as sound notifies.

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That's typically the best way.

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Now there are gameplay cues which we haven't gotten into yet, and don't worry, we will.

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But sounds for launching projectiles and attacking those belong on animation montages.

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So we could really just quickly add that to our game.

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We can go to our montage for our Shaman attack and we can add a sound notify.

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I'm going to add a notify track for sound and right click here, add a notify play sound.

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And for that sound I'm going to search for Fire Bolt and here's SFX Fire Bolt and we can browse to it

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and hear it.

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That's what it sounds like.

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So I'd like that for my shaman, but I'd also like to go to my assets.

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Enemies.

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Goblin animations.

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Slingshot and get my goblin slingshot attack montage.

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And I'd like to play a sound here.

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So let's add another track here called Sound and add a notify play sound.

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And what do we have?

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Let's actually go and check our assets folder.

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Go to Sounds Slingshot.

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And there's a perfect sound.

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I'm going to click on that and hear for the sound.

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I'm going to stick it in there and I'm going to put it right there at the beginning.

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And let's see how that sounds.

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Oh, that's nice.

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That is a huge difference.

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Amazing.

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What a huge difference just a couple sounds can make.

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So that is really improving.

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Our combat.

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Things are looking really nice.

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So excellent job.

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And I'm noticing that some of my enemies are a little too high.

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So just a quick little tweak here.

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I'm going to right click on my ghoul and edit ghoul and just bring it on down just a tad.

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Without snapping on.

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I just wanted a little bit lower.

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That's a little bit better.

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Maybe an inch or so more.

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It's even okay if the feet go into the ground a little, that's better.

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And I believe my other enemies are a little high off the ground, too.

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So just a little tweak before we wrap up.

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Let's get those feet down on the ground, shall we?

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Just a little lower there.

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And these ones are a little bit noticeable.

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And, of course, this is going to depend on the ground that they're on as well.

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I'm just going to move them over to a flat ground as that's going to be more representative.

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These ones are actually not too bad, but we can go into their blueprints and bring them down just slightly.

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Like so and now everything is actually on the ground.

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Let's look at our shaman.

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Can't forget the shaman.

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The shaman looks good.

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And that's going to do it.

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Excellent job.

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I'm going to save all.

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And I'll see you in the next video.
