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Terminal

Terminal

 

This product will allow you to add a vintage computer simulation with the ability to control various assets such as cameras, doors, blinds, and ventilation. Another valuable component is the ability to read email, which will undoubtedly add a unique touch to your game. Just like on a real computer, you can create and manage commands through the console. All terminal functions are implemented simply and clearly, with straightforward means for easy improvement or quick editing.

In total, there are 4 modes available, and 5 if needed by the buyer, with an empty texture – a placeholder for editing.

 

Let’s quickly go through the features and capabilities of each mode.

 

COMMAND

Here, you can manage commands and get the necessary information. The ability to enter a password is implemented (to unlock the door).

/STT/ – Displays the energy level and the time in seconds since the computer was started.

/DOOR/ – Redirects to door control and door management commands. It will show the command needed to unlock the door. The password has a limited number of attempts, and after exhausting the attempts, the password will change, and the input will be blocked. The user will receive a notification about this and will be asked to contact the administrator.

/RUN/ – Shows the “background” processes.

MAILBOX

This is an email client. You can read both emails and view attachments in image or audio formats. The status icon will indicate which email has been read.

Each email has its own subject, date and time of receipt, sender, text, and attachments. You can compose emails yourself, add attachments if needed, and specify whether to include attachments with the email.

CONTROL

In this mode, there are 4 control icons (door, window, ventilation, blinds). When you press an icon, it will display the status, and the corresponding asset will perform an action with sound and animation (if applicable). Here, you can also manipulate the capabilities.

For example, the door won’t open upon pressing the icon until you enter the password in command mode (indicated by a lamp above it).

This mode seems to offer interactive control over various assets with added features like password protection for specific actions. If you have any further questions or need more details, feel free to ask!

CAMERAS

This is a video surveillance system with 4 cameras, allowing real-time control of each camera.

Each camera is represented as a separate asset, and you can easily position it on the level exactly as you need. Additionally, you can customize the displayed view of each camera in the widget through post-process material.

This system sounds versatile, providing flexibility in camera placement and customization of the camera views for monitoring different areas. If you have any more information to share or any specific questions about the system, feel free to let me know!

 

 

 

 

 

 

DOCUMENTATION

 

To migrate this project, you won’t need to edit anything at all. The only thing you need to do is add the camera return to your character blueprint.

All other blueprints work on a “Drag and drop” principle. The entire appearance can be easily replaced – for example, if you already have more detailed purchased models. The same applies to sounds and textures.

The main working principle is shown in this image.

Example of creating command

Please open ‘terminal_4_3_wbp’ and go to ‘Event Graph’. Create a text variable for your command. (command_example) with value (/example)

To achieve the described functionality, we need to create the following text variables and the command display variable:

command_example_1 = “/example/”
command_example_2 = “/EXAMPLE”
etc

Next we need another text variable to display your info after command enter.
command_example_display = “This is an example of the information you get.”

Next, we will open the “terminal_bpi” interface and create a function for our command “control_example.” Hit “Save All”

Now, create a new Blueprint Actor named “example_bp,” in which you can define the object you want to control through the terminal. In the Class Settings, connect the “terminal_bpi” interface.

In the “example_bp” Blueprint, implement the “Event control_example” to execute the desired actions based on the received message. Hit “Save All”.

To execute that event, we need to create message in our widget logic

After the setup is complete, when the user enters any of the command variations (e.g., /example/, /EXAMPLE, example, EXAMPLE), after a 1-second delay, the terminal will display “This is an example of the information you get.” the “control_example” event will be triggered in the “example_bp” Blueprint.

To use the control through a button in “control” mode, the process is similar. The difference is that the interface call will be triggered when the checkbox value changes. The principles remain the same.

 

Now, let me explain how each mode works.

Mode: COMMAND

In this mode, there are three fields. The top field is for hints, the middle field is for your input, and the bottom field is for status/feedback. After you type a command and press Enter, it matches that command with text variables, and if there is a match, the corresponding action is performed. Please note that I have also used different variations of commands with or without a slash at the end and so on. This will make it more convenient for the player, as they won’t have to type the command character by character. The sound effects here include the floppy disk working and several UI sound effects such as success, error, and notification.

Mode: MAILBOX

This is a list view that contains separate arrays of data such as email subject, full text, date and time, sender, and attachments. The script is user-friendly, well-commented, and easy to understand. Depending on how many emails you want to display, you should have as many indexes in the array. Read and email with attachments are controlled by boolean variables. You can open image attachments and play audio attachments.

Mode: CONTROL

The simplest yet interesting mode. It consists of 4 checkboxes designed as buttons. You can also customize the response to button presses (I used this for the Door and Window to make it more visually appealing and show that the simplest mode can still be engaging). The checkboxes are also disabled for a fraction of time to avoid multiple clicks.

 

 

Mode: CAMERAS

Four surveillance cameras designed as separate objects that can be controlled in real-time, with views in four directions. They are created as images with a material overlay using render target. Post-process effect is also used to give them a more vintage look.

Next, you can see an empty button with the number 5. I left it for you to conveniently create your own mode.

Regarding the overall work, I believe you understand why not all objects are detailed to the maximum as I created this project specifically as a starter pack, and I believe it provides everything needed for both beginners and enthusiasts for quickly implementing a vintage terminal in their game or application, and it’s reasonably priced.

 

I encourage you to reach out to me via email if you encounter any difficulties. I’ll consider any advice, requests, or suggestions in the forum thread or through email.

However, I’d like the topic to be open for discussion.

Thank you for purchasing and supporting.