here's the behavior tree for the zombie it's going to make the zombie chase after the player it's really really simple and if we're within attacking distance of the player we play this animation and we have these animation notifies on the parts of the animation where he actually connects with the player and that's when we deal the damage let me jump into the game and i'll show you so this is the coolest PROFANITY_TOKEN we can watch the zombies behavior in real time look he's jumping into the map and now the right side of the behavior tree is active now he's in chase mode he's chasing after me and when he gets close enough it's going to play that animation and if i'm too close when those animation notifies hit when he swipes i get hit so it gives me a chance to avoid his attacks let me try dodge one here there you go now i'll let myself get hit and i'll show you i added a little death screen as well that's pretty much the zombie logic it's really really simple before i continue i just want to mention that this video is sponsored by my unreal engine survival game course it's on the patreon now and you get a NUMBER_TOKEN part series where together you follow my lead and we make a multiplayer survival game with weapons vehicles and much more in an open world and at the end of it you get your own survival game and i even show you how to deploy it on steam so that you can play it with your friends so the link for that is in the description simply join the patreon and then you get lifetime access to the course now there's just no way that i'm going to make zombies without perk machines so i found some models for the perk machines and then i added interaction components to them which i coded myself what you do is you set the amount of cash the player needs and then the name of the machine and then the code i wrote takes care of the rest another thing i did is in call of duty when you buy mule kick it lets you have up to three weapons but i thought that's kind of boring so in my game i let you buy the perk up to three times and each time you buy it it lets you carry an extra weapon up to five weapons same for juggernog you can buy it up to three times for even more health if you want but each time you buy it it does get significantly more expensive ah this juggernog stuff is bloody awful but i do feel stronger the perk machines are all very similar they all play this drink animation and then we attach the given perk bottle to the player's hand now speed caller doubles your reload speed mule kick adds one weapon to your max allowed weapons double tap makes the weapon fire NUMBER_TOKEN faster juggernog increases the health on your health component from NUMBER_TOKEN to NUMBER_TOKEN so that's pretty much the perks they're all very simple while we're on the topic of my interaction components i also use these to create doors i use an unreal engine feature called timelines to animate the door open when you interact with it and while we're at it we'll also create viable weapons using the same technique with the interaction component
START_SELFPROMO_TOKEN continue i just want to mention that this video is sponsored by my unreal engine survival game course it's on the patreon now and you get a NUMBER_TOKEN part series where together you follow my lead and we make a multiplayer survival game with weapons vehicles and much more in an open world and at the end of it you get your own survival game and i even show you how to deploy it on steam so that you can play it with your friends so the link for that is in the description simply join the patreon and then you get lifetime access to the END_SELFPROMO_TOKEN