Urgent***Simple Scoring system for FPS
Hey guys i've tried several different ways to go about creating a very simplistic scoring system for my game but I have been unable to get anything to work. I have followed several tutorials but each time they are slightly different than what I have or need so I have been unable to get it to work.
The game is a little stupid but its for a class and my group members came up with the idea so bare with me lol.
The FPS is supposed to shoot a booty and in this case I have named the booty Targetbooty and it is a actor blueprint. Everytime the FPS shoots the booty he should be able to get 1 point which will display on his hub. I have created the hub and tried to link it to the booty but each time the bullet goes right through the target. I think it has something to do with the "Cast to FirstPersonCharacter is not compatible with Self Reference error that I keep getting when I try to plug into the target of Totalbootys
Here are pictures of my other blueprints and how I have them set up.
My score hub^^
This is urgent only because this is a graded project and it is due in 72 hours and I just need to add the scoring system to be done.
asked May 05 '16 at 04:04 AM in Blueprint Scripting
Alright Mr Booty. Do you really need that totalbooty function inside booty BP? Put that booty function inside character and call it a day. Cast to character, dragout from character output and add the booties inside character. (just put it inside event graph, forget the function). Either that or create yourself a BPI for BootyCharacter or Event Dispatchers.
Good luck! If this answered your question, please upvote and mark as answered.
answered May 05 '16 at 04:21 AM
Actually, on looking at that mess of yours... there's too much booty and it got my booty confused. Okay, so listen. All you need to do is GET TOTAL BOOTY after casting from TargetBooty, +1, SET TOTAL BOOTY, done deal. You really have way too many variables/functions that are all doing the same thing....you need to refactor this whole thing...but yeah...just do what I said. delete anything that adds booty. Put the booty code inside FPC, cast to FPC, get, +1, set total booty, call it a day.
answered May 05 '16 at 05:48 AM
What the... LOL. Again...you ONLY need ONE function/event adding to booty... Is that first call in FPC, always set to 0 (default) I am assuming? On begin play. If it is, okay, I wouldn't have done it like that, but let's just leave it, as long as it's working since it only happens in the beginning and only once. That addbooty call looks fine, it's adding one and sending it along with the call to update the UMG. But before I get to the UMG, what the heck is that set totalbooty doing? I've actually never used Other Body Index, but that doesn't sound like it should be setting anything of TotalBooty. If anything, that's almost like a player index, but anyway, take that out. not needed. What you need to do, is when Targetbooty is hit, you call the AddBooty function inside FPC. You really went about this the wrong way. But anyways, finally that UMG...we need that to update. The text block should be the one that's bounded, and so you should have an output, but that's inside event graph...so that's completely wrong. you need to bind the text, so you can manipulate it.
Anyway, once you figure that UMG stuff out you are good to go. Upvote and mark this as resolved when you get done please:)
answered May 06 '16 at 03:10 AM
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