Introduction:

Today I added more enemies to the game that will eventually be armed and shoot back at the player.

More Enemies:

I copied the metahuman blueprint from the other guards and created a new type, the EnemyArmedGuard. In order to make him look different I simply changed his shirt to a difference color, gold (thank you Grandma’s Boy for that idea! – guilty pleasure movie).

On the blueprint side of things I more or less copied what I had previously done for the planks. I gave him HP, ability to take damage, and he ragdolls when his HP reaches zero.

Something pointed out in the tutorial I followed, but I also wanted to mention here is that most of the damage and other blueprint nodes related to HP are on the ‘Event AnyDamage’ node, so that it’s only processing when the enemy actually takes damage. This is a much better approach than using the ‘Event Tick’, which occurs every single frame and could end up created poor performance for the user.

Conclusion:

This was a simple addition to the game, but most of what I did today was done on my own without tutorial help. Many times throughout the tutorial I’m following there will be challenges, where they ask you to figure it out on your own using the skills you’ve learned so far before they show how they did it.

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