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Post by aceshigh on Jan 31, 2019 15:26:38 GMT
wonder if its possible to do tank controls with this new system in place? Is there a way (in non freemode) make the character turn instead of sidestep? In this new system, can I trigger down to play walkback animation and follow the it's root, same for forward animation. And as far as turn, can I press left or right, and make character play turn animation? Invector need your 2 cents on this. That's actually another locomotion type, we have free, free with strafe and only strafe in the template. tank controls are usually used in old games with static of on-rails cameras, it's not something we aim to include in the template. Is there a way I can take the side stepping out of strafe and make the character simple turn around. That's the only thing I want to do. Could you help me out with or give me a couple of pointers/tips? Thanks.
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Post by Invector on Jan 31, 2019 16:02:06 GMT
That's actually another locomotion type, we have free, free with strafe and only strafe in the template. tank controls are usually used in old games with static of on-rails cameras, it's not something we aim to include in the template. Is there a way I can take the side stepping out of strafe and make the character simple turn around. That's the only thing I want to do. Could you help me out with or give me a couple of pointers? Thanks. It's not something easy to do I think... you will need to modify how the strafe works or either add another locomotion type to the enum... but probably adding a new locomotion type is a better option, though you still need to add another blend in the animator and several verifications of locomotion type for specific cases... I strongly recommend advanced C# and Template experience for that implementation... or try another solution design for tank controls, which again is a very different approach
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Post by aceshigh on Jan 31, 2019 19:30:17 GMT
What about the topdown template? Does that's use tank controls? Could I just customize camera, to fix camera, while using that template?
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Post by Invector on Jan 31, 2019 23:24:42 GMT
What about the topdown template? Does that's use tank controls? Could I just customize camera, to fix camera, while using that template? We don't use tank controls in the template, the top down is basically free with strafe and a custom script to look at the cursor while aiming
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Post by dartfarter on Feb 4, 2019 14:35:47 GMT
So what is next on the roadmap? Any new plans?
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Post by Invector on Feb 5, 2019 23:34:49 GMT
So what is next on the roadmap? Any new plans? Right now we're experimenting with several new things, one of which will be on the next update is a massive improvement for the GenericAction, new features are: - InputType by TriggerAction with: Press&Hold with timer, GetButtonDown, GetDoubleButton and AutoAction - More Events such as OnFinishAction, OnCancelAction, OnStartAnimation, OnEndAnimation, etc... - We added a new verification that allows choosing what interaction you want if more than 1 is close to the character, based on what side the camera is. This alone will bring a looot of more possibilities for interaction I will bring more news soon...
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Post by aceshigh on Feb 6, 2019 3:28:57 GMT
is pushing still possible?
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Post by tharindu on Feb 6, 2019 5:23:33 GMT
So what is next on the roadmap? Any new plans? Right now we're experimenting with several new things, one of which will be on the next update is a massive improvement for the GenericAction, new features are: - InputType by TriggerAction with: Press&Hold with timer, GetButtonDown, GetDoubleButton and AutoAction - More Events such as OnFinishAction, OnCancelAction, OnStartAnimation, OnEndAnimation, etc... - We added a new verification that allows choosing what interaction you want if more than 1 is close to the character, based on what side the camera is. This alone will bring a looot of more possibilities for interaction I will bring more news soon... Nice! This will be one of the most anticipated changes to generic actions <3
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redox
Junior vMember
Posts: 31
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Post by redox on Feb 6, 2019 21:15:50 GMT
very good news for generic action this update is for when ???
any news on covert systeme ??
thanks for your great asset.
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Post by uberwiggett on Feb 6, 2019 23:00:38 GMT
Actually the interaction changes that include direction of camera could be a base system for a covert system. So you can hide against walls in certain ways depending on how the camera is angled etc. Very interesting. One other thing I will have a look at implementing soon is a prone locomotion, seems like something missing that hasn't been looked into much at all
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Post by Yort_Draeb on Feb 8, 2019 19:24:29 GMT
Actually the interaction changes that include direction of camera could be a base system for a covert system. So you can hide against walls in certain ways depending on how the camera is angled etc. Very interesting. One other thing I will have a look at implementing soon is a prone locomotion, seems like something missing that hasn't been looked into much at all Cant wait for the videos
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redox
Junior vMember
Posts: 31
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Post by redox on Mar 15, 2019 13:54:40 GMT
no news ??
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Post by betamax on Apr 2, 2019 18:58:11 GMT
What is the good word out of Invector on the updates/Inventory ?
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Post by Invector on Apr 3, 2019 14:44:00 GMT
I will post some news later today or tomorrow, keep calm guys Lot's of goodies on this update!
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Post by youngyi on Apr 3, 2019 15:01:47 GMT
I will post some news later today or tomorrow, keep calm guys Lot's of goodies on this update! Whatever you say, I love Invector forever!!
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