Hydraxonn
I've been pretty quiet for the past few months, but I've been hard at work in the background, creating some truly groundbreaking mods!
These include:
The Bionicle Heroes Weapons Pack
Midnight Recall Survival Map
Flight Mod Climbing/Menus/Melee Update
Mega Man X Dash Mod Remaster
El Pumpo
Melee Enhancement System
Climbing System

The Melee Enhancement System is a block of code that Mod authors are encouraged to add to every mod they can that includes Melee hit mechanics, weapon and player mods included.

The System adds a ton of new handlers and scripts to a weapon (or fist's) Hit Event, allowing for much more complicated melee combat, including melee headshot mechanics, limb destruction, and more.

Many of my mods already include this, like the Iron Man Flight Mod, the MegaManXDash Mod and the Bionicle Weapons Pack.
Without further ado, here's the function.

MeleeEnhancement.png  
A Text File has been included that contains this complete block of code, just copy and paste into whatever blueprint you want to have extra melee physics!

Without going through it line by line, here's a brief summary of what's been added to every melee hit (that hits hard enough!)

Bipeds, FastBots and even Elites:
Striking heads causes an instant decapitation recall! (except fast bots. They're creepy.)
Striking arms cuts them off, allowing you to disarm enemies!
Striking legs cuts them off, destroying both prevents bots from getting back up! (mostly, a little buggy)
Striking the body still deals extended damage, making melee recalls much easier!
Striking drones destroys them!
Striking crawlers blows them up!
Striking Big Bot Cylinders destroys them instantly!

MeleePunches.gif 

All of this is dependent on whether or not you're moving the weapon fast enough, so you really have to swing it to destroy robots!

Adding this to a weapon applies to all enemies, including those that have been overridden by mods, to maximize compatibility.

MeleeSword.gif 

Mod Authors who paste in this code will also need to create two variables, HitBiped and HitElite, both actor references. The Bind Event MUST run on BeginPlay.

There are also labelled points at the end of each robot's handler, to make it easy for mod authors to change, extend or remove functionality as they see fit for their mod.

All of this together makes melee combat FAR more dyamic and viable, and should once and for all solve the "swords kinda suck" problem. I can't wait to see what mod authors do with this in the future!
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Robo Recall Modder
Slayer of Big Bots
Source Files:  http://tiny.cc/5sch9y
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Firestorm185
welp, looks like I've got some work to do! Time to add it to all my melee mods and the Smooth turn mod!
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
Im having a bit of trouble. the two actor refeerences are fine, but I'm getting some errors for the velocity tracking component and the damage variable. Any ideas? (trying to add this to the lightsaber mod)
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
here's the image of the errors I still have - 

meleeerrors.png 
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
seems like the main problem is in this broken cast node, it doesn't copy in correctly and loses it's cast. Any idea what is was supposed to cast too? thx!

castnodeerror.png 
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Hydraxonn
Lol Whoops! The code I pasted still had some remnants of the Mega Man X Dash mod connected to it. I've uploaded a new version of the txt file copied from one of the Bionicle Mods, so this should DEFINITELY work with any blueprint now!
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Robo Recall Modder
Slayer of Big Bots
Source Files:  http://tiny.cc/5sch9y
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Hydraxonn
The Velocity Tracking component normally comes from whatever hand is holding the weapon, that reference should be fixed now. Also, to add this to fists, bind the hit event to the individual fist, and remove the Grabbing Hand Blueprint from the Velocity Tracking Component reference, so that it uses the hand's velocity tracking component.
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Robo Recall Modder
Slayer of Big Bots
Source Files:  http://tiny.cc/5sch9y
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Firestorm185
sounds great! Thanks!
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
ok, got it implemented into the lightsabers mod, now to see if it worked...
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
ok, tested it with both the Infinity Blade mod and the lightsabers mod and they both worked! Time to export!

oh boy... I didn't realize how many melee weapon mods I had...

edit: ok, all my melee weapons (minus the crowbar mod cause I need to redo that one) have the hit code now. Now I just have to re-export all these (and pray exports don't break):

- SWMC Lightsabers Mod
- Infinity Blade Mod
- Master Sword 2 Mod
- Sledge Sword Mod
-sly cooper mod
- metroid cannon reloaded mod
- the monado mod
- ZSaber Mod
- dark repulsor v6
- Diamond Sword mod
- Elucidator v2
- extend-o-blade mod
- mjolnir mod
- night sky sword mod
- scifantasy rapier
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
another interesting tidbit is in order to keep everything nice and tidy I separated this code and used a separate custom event firing to add all this in, then I just had to fire that event from a block in the beginning code chain to get it to work. super clean. 
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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