Deleted
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Posts: 0
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Post by Deleted on Dec 12, 2016 13:48:09 GMT
Yeah, maybe not gifs, definetly a video, or better yet a demo. :D
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Post by Invector on Dec 16, 2016 1:22:22 GMT
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Post by bigyetti on Dec 16, 2016 5:02:07 GMT
You mentioned "Inventory Pro" ... That makes me so happy.
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Post by redchurch on Dec 16, 2016 16:17:54 GMT
Thanks for the preview. I'm like 90% sure this is going to do it for me where the other controllers failed!
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Post by shadex on Jan 2, 2017 21:44:43 GMT
Any chance of modifying the shooter template for a simple magic system? Like a ground target system (grenades, firestorm from WoW) projectiles with area of effect damage and target locked homing spells?
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Post by uberwiggett on Jan 2, 2017 22:54:12 GMT
Off the top of my head, you could probably just make the animation look like a soell casting, then throw/shoot an invisible object and have the magic effect spawn like the grenade explosion etc.
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Post by shadex on Jan 6, 2017 6:01:16 GMT
Off the top of my head, you could probably just make the animation look like a soell casting, then throw/shoot an invisible object and have the magic effect spawn like the grenade explosion etc. Yea but i was hoping for multiple types of aiming, for instance a standard shooter crosshair for a fireball, Perhaps integrating the target system for homing missiles/magic missile, and a ground target circle to indicate where the grenade or spell land / do damage.
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Post by uberwiggett on Jan 6, 2017 6:08:23 GMT
that could still be doable, each spell is a different weapon, triggering a different animation set, just like 1h/2h/shield weapons do currently. As fir the aiming system though I am not entirely sure if they will have different reticules for grenades/launchers/rifles, but no doubt a target lock system wouldn't be far off from release when the community gets a hold of the shooter template, there is already a target system that may be useful for this. As for a line render to show the grenade path when aiming, again this would be dependent on what aiming system they use for grenades but I don't see it being too hard to implement.
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Post by shadex on Jan 6, 2017 6:28:55 GMT
that could still be doable, each spell is a different weapon, triggering a different animation set, just like 1h/2h/shield weapons do currently. As fir the aiming system though I am not entirely sure if they will have different reticules for grenades/launchers/rifles, but no doubt a target lock system wouldn't be far off from release when the community gets a hold of the shooter template, there is already a target system that may be useful for this. As for a line render to show the grenade path when aiming, again this would be dependent on what aiming system they use for grenades but I don't see it being too hard to implement. Yea i'm not as worried about getting the spells equipped once the shooter comes out. In UFPS i essentially made invisible guns that's ammo was Mana, and the Ammo aka Mana would Regen, though unless your doing 2 spells max at a time there would need to be some rework of the inventory system or some type of cycling system. I was thinking of something like holding the left trigger / Alt to bring up a radial menu or something, but i have a ton of work to do before i have time to mess around with that.
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Post by valakot on Feb 1, 2017 23:45:49 GMT
Hi, I don't see Diablo style combat and navigation in the road map, is it planned to release this combat style when you click on an enemy and player runs toward enemy and start to attack it?
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Post by dreadlord on Feb 2, 2017 6:02:35 GMT
The Melee Controller comes with a TopDown/Isometric Controller Template. This should cover your needs like click at a point and the character moves there. And its on the Roadmap for the Shooter too.
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Post by Invector on Feb 2, 2017 11:56:23 GMT
It's on the list as Topdown shooter/melee
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Post by rbm on Feb 3, 2017 7:33:44 GMT
No plan to hanging on the edges for Combat melee?
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Post by Invector on Feb 3, 2017 13:56:52 GMT
No plan to hanging on the edges for Combat melee? It's on the list as Advanced Climb Pack
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Post by valakot on Feb 3, 2017 22:38:44 GMT
The Melee Controller comes with a TopDown/Isometric Controller Template. This should cover your needs like click at a point and the character moves there. And its on the Roadmap for the Shooter too. Yeah but how do I do the attack on click. So that when I click on an enemy the player runs toward it and start attacking the enemy. Basically I need it the same way like the AI does when combat each other, the only thing that required is to make a basic AI for player so that he would start attacking the enemy automatically when you click on the enemy.
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