redox
Junior vMember
Posts: 31
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Post by redox on Aug 22, 2019 12:46:38 GMT
any news about cover system ?
will be nice to have an answer lol
like working on it for next update lol …
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Post by Invector on Aug 22, 2019 14:01:59 GMT
I took a peek on the "Move while Attacking" Animator, and now im wondering how would you actually add Attack animations with Weapons there. I see that each Upperbody and Fullbody both has the Unarmed Attacks, and so tried to do the same with Weapon ones. Unfortunately it didn't work at all. Should i just move the Weapon Attacks to the Upperbody part and nuke the Fullbody ones to oblivion? Using my own system is pain in the ass since it also needs complete rework of all animations.. Its very useful not to get locked in certain spot when attacking enemies!
Basically you follow the Unarmed example but you will need animations that are designed to be upperbody, we only moved those 2 punch animations because they were the only ones that look good in fullbody, the rest of the animations were not design to be upperbody attacks so they look really twisted.
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Post by Devistute on Aug 29, 2019 10:53:08 GMT
I took a peek on the "Move while Attacking" Animator, and now im wondering how would you actually add Attack animations with Weapons there. I see that each Upperbody and Fullbody both has the Unarmed Attacks, and so tried to do the same with Weapon ones. Unfortunately it didn't work at all. Should i just move the Weapon Attacks to the Upperbody part and nuke the Fullbody ones to oblivion? Using my own system is pain in the ass since it also needs complete rework of all animations.. Its very useful not to get locked in certain spot when attacking enemies!
Basically you follow the Unarmed example but you will need animations that are designed to be upperbody, we only moved those 2 punch animations because they were the only ones that look good in fullbody, the rest of the animations were not design to be upperbody attacks so they look really twisted.
Ah, makes sense. With my own system you basically edit the animations to make sure that the legs wont move, at all. That way the Animations don't get twisted, but it still doesn't look quite right as there is no momentum on the legs area.
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Post by gorillanuts on Sept 22, 2019 18:45:40 GMT
OP roadmap looks almost complete - is there a new roadmap? Just curious what else is on the agenda to be added.
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redox
Junior vMember
Posts: 31
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Post by redox on Sept 23, 2019 7:07:51 GMT
roadmap not complete missing cover system for player and ai ..
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Post by Invector on Sept 23, 2019 12:42:06 GMT
OP roadmap looks almost complete - is there a new roadmap? Just curious what else is on the agenda to be added. I was working on a new video tutorial series, but I decide to try a new way to move the character. It still on prototype early stages I created a new controller from scratch but it does look promissing, better movement, very smooth and responsive, better transitions between animations... let's see if we can implement to the template.
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Post by comangallc1 on Sept 27, 2019 18:42:20 GMT
My question is when will the AI cover system come
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Post by Invector on Sept 27, 2019 22:01:28 GMT
My question is when will the AI cover system come It was already released a few updates ago
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Post by chrisredfield on Sept 30, 2019 5:10:20 GMT
OP roadmap looks almost complete - is there a new roadmap? Just curious what else is on the agenda to be added. would be great if pushing was added back onto list, and not abandon. :/
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Post by betamax on Oct 1, 2019 12:44:41 GMT
What is the new road-map of this asset? I would suggest building out the inventory system a little more to have UI templates, do something similar to Evila's RPG pack ect, something like Shades spell system ect, car chase template, ect...
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Post by chrisredfield on Oct 4, 2019 7:00:51 GMT
What is the new road-map of this asset? I would suggest building out the inventory system a little more to have UI templates, do something similar to Evila's RPG pack ect, something like Shades spell system ect, car chase template, ect... or resident evil. With combine feature. The UI is the only thing holding this template back.In order to make a legit game, the developer have to scrape the UI, and revamped the hell out of it.
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Post by uberwiggett on Oct 4, 2019 7:45:15 GMT
Well, yes, in order to make a game you have to redo the UI. Otherwise you are just asset flipping.
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Post by chrisredfield on Oct 5, 2019 1:47:09 GMT
Well, yes, in order to make a game you have to redo the UI. Otherwise you are just asset flipping. I mean if you want a inventory system to stick out from the rest of games being made with this controller. Stop being so easily butthurt.
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Post by uberwiggett on Oct 5, 2019 5:56:12 GMT
Not sure I was the butthurt one, but the UI as tricky as it can be (a unity standard) is fully functional for what you need it to do by default. If you need it extended or rearranged for your project, that's on you to do, not invector.
Not to mention changing the UI system may mean a lot of addons need to be changed :P especially if you add in the combine system which is more an inventory system change than a UI one but it would be better as an addon that hooks into the inventory rather than a rewrite
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Post by chrisredfield on Oct 5, 2019 13:41:23 GMT
Not sure I was the butthurt one, but the UI as tricky as it can be (a unity standard) is fully functional for what you need it to do by default. If you need it extended or rearranged for your project, that's on you to do, not invector. Not to mention changing the UI system may mean a lot of addons need to be changed :P especially if you add in the combine system which is more an inventory system change than a UI one but it would be better as an addon that hooks into the inventory rather than a rewrite Welp, just mentioning a updated Ui would be nice to see, and along with our opinion, if invector decides to add it awsome, if not, oh well.
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