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EDIT: in the Choose Loot function you should use a less than or equals (<=) instead of a less than (<) comparison. This will solve the rare occurrence of a null response.
Ответитьyour content is help me so much but opening music is way too loud
ОтветитьDid you made the video you were talking about?
Ответитьgood stuff. thank you Ryan
ОтветитьGreat tutorial
ОтветитьGreat Video! Helped me out a lot! Thanks (:
ОтветитьThis worked great! Thanks! For some reason I could not get the last item in the list to spawn. The result was always -1 , even if I set everything else to 0 and the last one to 100. The Only way I could get it to work properly was to add 1 extra item to the list with 0 chances, and it works perfectly! No idea what I did wrong, but I thought I'd share this in case someone else was having a similar problem. (I was using Integers instead of floats, maybe this was the issue?)
ОтветитьHow would i go abour spawning the loot from a string?
ОтветитьNot sure what Ive messed up but it just drop the 1st item on the list every time.
ОтветитьWhy is it Float and not Integer? Is there anything that Integer would break?
ОтветитьAs a newbie I love this, any chance of doing the datatable version with loot dropping into the world? Thx! 👍🏼
ОтветитьThis is exactly what I was looking for, thanks for sharing
ОтветитьWas able to follow along fine until the end. For some reason, I can't add the Loot Table actor as a component to my enemy (doesn't show up when I search for it). I can drag and drop the Loot Table from content browser, but I guess that only does so as a child, which is causing some connection issues. Don't know if this is an engine difference or not, but I'll try and manage!
2 seconds later
Sees that I'm using Actor instead of Actor Component :)
Thank you for the tutorial. I would be very happy to see it not with a string, but with items (weapons etc)
ОтветитьEnded up making it a map with classes:float
Selected my BP_PickupBase as the class then added the children pickups to the map.
Then connected the output to spawn actor connecting the class output directly to it.
Worked perfectly, thanks so much.
It feels like this function will be weighted to output less of the items in the first part of the map table, and more of the items in the second part of the table, regardless of their actual value, since the probability of the random number being less than the map member's value is lower when it's the first in the list compared to when it's last in the list (and to add to that, the later list members have less chance to be selected because there are more items before them that can snatch away the selection, which makes the whole thing even more uneven).
ОтветитьIf you had two items that shared the same amount of tickets, this will always choose the first of the two in the list. Rather than outputting the first true result it could build a second array of 'true' results and randomly pick a winner from that.
ОтветитьFollow Up?
Ответитьis it possible for a random item/items in a container to respawn after either x amount of time or when the player is x distance away from the container? they can also be different random items.
ОтветитьHow can I make a karma system where doing certain tasks will increase the chances for the drop or much rare items and doing bad stuff a lot might end up in getting no loot at all ?
Ответитьim new to unreal, and your tutorials are very practical and useful!
ОтветитьGreat tutorial. Thanks
Ответитьin your case, if you changed up the values, wouldnt you sometimes get more loot when the condition meets on more than 2 items?
ОтветитьHi Ryan, will you be making a video about dropping loot into the world (perhaps from monsters)? Still very interested in seeing that. Thanks!
ОтветитьHey thanks for this video! One question, is this supposed to be the proper way to get a fair randomness? I mean, wouldn't the last objects on the map list have less chances of getting chosen due to the iteration order?
ОтветитьHello Ryan! Can you do something on finding the best way to Sort an inventory and by different categories like most amount or alphabetical order or rarity and price?
ОтветитьWould you like to cover how to create weapons with different parts randomized on the weapon?
Ответитьpogchamp
ОтветитьFollow up Please 😁👌
ОтветитьThis is fantastic... So far I have just put loot into a list, and if I want an item to be more rare, I was adding more of all the other items, getting a super long list in the end.. I will give this a shot, Thank you very much!!
ОтветитьYour channel is treasure chest with loot.
ОтветитьPlz do the Second Video to handle spawning of items in the world.
ОтветитьIt's actually kind of insane how perfectly this resolves an issue I've been having with a randomized limb-damage mechanic I've been working with for the past couple days. Yesterday I finally came up with a solution that worked for me, but it's nowhere near as easy as the logic you have for this loot drop system! Thank you so much for sharing this, I can't wait to replace my logic in favor of this! Not to mention I had no idea about actor components, so that's a nice bonus!
ОтветитьIt's simpler than I thought
ОтветитьI just got a random notification for this video
ОтветитьHi, Ryan! Can you make tutorial how to loot dead bodies in game? For example freshly killed soldiers or zombies to take a gear like backpacks, guns, ammo etc away from them to move stuff from they inventory to players inventory? That could be very nice! :) :) :) :)
ОтветитьHaving them show on ground would be great
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