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Post by Chronicman on Feb 3, 2017 17:46:40 GMT
Awesome news guys! I think that generic AI is finally ready, I'm quite happy and proud of the results I have. I will be testing it for the next few days and will be writing up the docs for it. I'm so happy to finally be finished as it has taken me months to get to this stage. After I'm finished with this asset I will be making video tutorials for all my assets because I have gotten a lot of requests for them. Once I'm finished with tutorials I will be updating the Rpg pack and will be removing the current spawning system from it and adding a whole new one. I'm doing this because it is conflicting with set up for other assets. Stay tuned and thanks for all your patients.
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Post by Chronicman on Feb 4, 2017 3:25:06 GMT
I decided to add a MMO/RPG style enemy health bar with effect icons to the enemy, I think this is a really cool feature because it will cut out all v_SpriteHealth.cs updates besides one and it will allow the player to see buff/de-buff icons that the enemy has accumulated. This is how the system works, when you target an AI via the tab button the enemy UI will fade into the screen, when re targeting the UI values will change to the new target and when there is no target the enemy UI will fade out. In the video you can see what I mean, if you don't want this feature I will make it easy to disable and use Invectors method or no enemy Health UI... its completely up to you, you can also see the vast collection of models that generic AI can power, I will be adding more to the collection as it can power much more then what is shown.
Get excited folks it will not be long now till this will be available to the public.
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Post by uberwiggett on Feb 4, 2017 4:15:55 GMT
that giant ent at the end....
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Post by Chronicman on Feb 4, 2017 4:24:10 GMT
The foot stomp that knocks the player to the ground is just epic !
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Post by dreadlord on Feb 4, 2017 6:58:43 GMT
Wow, really great. The new health ui is a perfect match for boss figts
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Post by Deleted on Feb 4, 2017 12:18:09 GMT
Awesome Dude!!!!! Keep it up :D
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Post by jrackley on Feb 5, 2017 1:26:21 GMT
looking Badass!
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Post by shadex on Feb 5, 2017 5:28:19 GMT
I decided to add a MMO/RPG style enemy health bar with effect icons to the enemy, I think this is a really cool feature because it will cut out all v_SpriteHealth.cs updates besides one and it will allow the player to see buff/de-buff icons that the enemy has accumulated. This is how the system works, when you target an AI via the tab button the enemy UI will fade into the screen, when re targeting the UI values will change to the new target and when there is no target the enemy UI will fade out. In the video you can see what I mean, if you don't want this feature I will make it easy to disable and use Invectors method or no enemy Health UI... its completely up to you, you can also see the vast collection of models that generic AI can power, I will be adding more to the collection as it can power much more then what is shown. Get excited folks it will not be long now till this will be available to the public. Looks really good. I like the health bar for enemy's. It gives us a really good choice to choose from
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Post by Chronicman on Feb 5, 2017 6:44:47 GMT
Thanks guys! I'm building a demo scene before I start doing the documentation. I got a really big portion done today and am hoping to have it ready for tomorrow so you can test out the new features.
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Post by Chronicman on Feb 5, 2017 22:00:21 GMT
I updated the demo on the first page please check it out, here is the demo video as well. I forgot to turn off my music in the background my mistake sorry.
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Post by Deleted on Feb 5, 2017 22:35:40 GMT
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Post by kajamaz on Feb 6, 2017 16:14:30 GMT
With this asset, will I be able to make a dragon battle? I remember u used to have that.
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Post by Chronicman on Feb 6, 2017 16:42:16 GMT
This asset will be able to power allot of different models, if you play the demo you can see one in action.
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Post by kajamaz on Feb 6, 2017 17:03:12 GMT
This asset will be able to power allot of different models, if you play the demo you can see one in action. Awsome, we really need that for our game.
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Post by Weblox on Feb 13, 2017 9:08:53 GMT
Invector's cursor lock doesn't work... or you're also trying to lock it and conflicting with invector's XD In my project I've removed any code they did to lock/unlock the cursor and replaced it with my own, not sure where their bug is, but I couldn't handle my mouse leaving the window... Hi thegreatest95 . Reading your comment, I have the same Issue. This is a pretty much gamebreaking bug for me, as it messes up the Character Control and Combo Attacks badly. Does any buddy have a fix for this ready, maybe a copy/paste solution for Unity beginners like myself? Thanks in advance.
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