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KINETIC WEAPON SYSTEM

Updated: Nov 20, 2018

NOTE: IMAGES PRESENTED BELOW ARE NOT BEING RENDERED IN ITS DEFAULT COLOUR FORMAT. THE HOST TECHNOLOGY OF THIS BLOG RUNS AN IMAGE SHARPENING FILTER WHICH CHANGES THE DEFAULT IMAGE COLOUR PROFILE AND UNFORTUNATELY IT CANNOT BE TURNED OFF AS OF YET.

Description: Weapons System for the player character and non-playable characters. Engine: Unreal Engine 4 Goal: Create an extensible, robust and maintainable weapons system for a tactical cover shooter. 

Features (Completed and Planned):  --- Handle a large variety of weapon types (from Assault rifles to rocket launchers). --- Weapon statistics such as Damage, Accuracy (Bullet spread), Handling (Recoil), Range, Rate of Fire, Noise Reduction, Bullet Penetration.  --- Weapon attachments sub-system which allows the player to attach weapon add-ons (Scopes, Magazines, Grips) which can alter the statistics of a weapon. --- Weapons fire projectiles and all projectiles are affected by gravity.  --- Supports a wide variety of ammunition types (Armour piercing, Incendiary etc.)  --- Ammo type affects Weapon statistics such as damage output.   --- Explosive ammo inflicts radial damage.  --- Damage to destructible meshes from all types of ammo.  --- Projectile (Bullet) behaviour based on hit Physical material.  



This system has a variety of weapons and they all function differently. All weapons are derived from a Base blueprint which has all of the core functions of a weapon. This includes functions such as calculating the direction of spawned projectiles, adding recoil to the weapon, handling ammo, handling weapon statistics such as damage output and accuracy to name a few. ​


Six separate classes extend from the Base Class as children and they all specialise to provide blueprints for different types of weapons. These specialised classes can be extended further to create multiple different weapons of the same type (ex: Extend assault rifles class to create variants such as M416's, SCAR's or ACR's).


Ballistics

Bullet Ricochet

 

OPTICS

Implementation of a ballistic sniper scope with a Range Finder and adjustable zeroing distance. The scope heads-up display also shows elevation and azimuth.

Animated Scope HUD

Standard view (Left) and Nightvision view (Right)


Simulating lens distortion around the edge

Lens distortion (Exaggerated)

Sniper Gameplay

 

WEAPON RECOIL SYSTEM


The main Recoil Function is made up of three parts. A Camerashake, Timeline and a function which adds pitch and yaw to the Control Rotation.

There are two Timeline Graphs. The first graph smoothly increases the pitch and yaw (based on designer defined values). The second graph works the same way but pulls the weapon back to its initial position after fire.

 

More details will be revealed soon.

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1 Comment


Foxtrot47
Foxtrot47
Sep 05, 2019

Sir is there a more detailed explanation or could you help me develop the same kind of weapon mechanics.

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