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Post by sickscore on Jul 22, 2017 13:22:36 GMT
RPG ARMOR SYSTEM ARMOR SYSTEM WITH CONDITION MODIFIERS
Hey Guys,
I'm currently working on a completely new and improved version of the depricated Armor Plus addon from Chronicman .
The main functionality will be...you guessed it..."equippable" armor. I implemented a system to equip armor meshes onto your character mesh (instantiated to custom equip points). The system still needs a bit of work, but it already can merge/stich multiple skinned meshes together in realtime with seamless animation adaptation.
But that's by far not everything. You will be able to add specific attributes per armor piece that will affect your characters condition.
For example, you can equip a chestplate which gives you more health and a good amount of armor, but it will noticeable increase your weight. Wait...weight? Yes, you can set a weight value for each piece of armor (and every other item). Weight will affect your stamina and even your movement speed, if your inventory is fully packed with items.
Now I need your feedback and suggestions what features you guys want included in the system. Please write a comment with your suggestions below to help me build and finish this piece of awesomeness I already spent like 10 hours on this, so expect a ton of handy features!
Geers, sickscore
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Post by farhez666 on Jul 22, 2017 13:30:09 GMT
this is sick :D
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Post by farhez666 on Jul 22, 2017 13:34:01 GMT
suggestion:
1.When enemy collides with the armor mesh will it be possible to cast a sound? 2. When enemy like humanoid projectile any rocket or throwable item at you, you can deflect with shield?
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Post by dendiee on Jul 22, 2017 13:43:30 GMT
this is looking super! wil it be a premium(paid) addon? and any thoughts on a release date?
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Post by sickscore on Jul 22, 2017 14:22:22 GMT
suggestion: 1. When enemy collides with the armor mesh will it be possible to cast a sound? 2. When enemy like humanoid projectile any rocket or throwable item at you, you can deflect with shield? 1. Should already be possible with the default controller. Just add a callback function to your "TPC > Events > OnReceiveDamage" and check if you have an armor piece equipped. But I will add this maybe to the system by default. 2. I guess something like that will be implemented by Invector. But maybe I add a separate "explosion resistance" attribute for armor pieces, so you receive less damage when hit? this is looking super! wil it be a premium(paid) addon? and any thoughts on a release date? Tbh, I already thought about that. I'm not sure yet. The system is quite complex and will be very time consuming to update along the newest Invector controller. IF I release it paid, then definitely not more than 10 dollars, just to get some "coffee money" Maybe I just add an optional donation button. Let's see ;) Release date not sure, depends on your feedback/suggestions and the amount of spare timeĀ
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Post by farhez666 on Jul 22, 2017 14:39:57 GMT
2. I guess something like that will be implemented by Invector. But maybe I add a separate "explosion resistance" attribute for armor pieces, so you receive less damage when hit? yes player will receive less damage.
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Post by jackspedicy on Jul 22, 2017 15:29:49 GMT
thanks so much man you da best
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Post by dendiee on Jul 22, 2017 16:20:41 GMT
suggestion: 1. When enemy collides with the armor mesh will it be possible to cast a sound? 2. When enemy like humanoid projectile any rocket or throwable item at you, you can deflect with shield? 1. Should already be possible with the default controller. Just add a callback function to your "TPC > Events > OnReceiveDamage" and check if you have an armor piece equipped. But I will add this maybe to the system by default. 2. I guess something like that will be implemented by Invector. But maybe I add a separate "explosion resistance" attribute for armor pieces, so you receive less damage when hit? this is looking super! wil it be a premium(paid) addon? and any thoughts on a release date? Tbh, I already thought about that. I'm not sure yet. The system is quite complex and will be very time consuming to update along the newest Invector controller. IF I release it paid, then definitely not more than 5 dollars, just to get some "coffee money" Maybe I just add an optional donation button. Let's see ;) Release date not sure, depends on your feedback/suggestions and the amount of spare timeĀ if you want feedback ,i personally suggest to do the release asap...that way we can give more apropriate feedback. test bugs etc...and when used we can maybe give more ideas etc... also will the system support keyboard input? as ive seen your last addon used only xbox controller i think anyway ,this is looking super ! and for some coffee money or a donation i would love to test this out! looking great!
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Post by sickscore on Jul 22, 2017 20:25:41 GMT
... if you want feedback ,i personally suggest to do the release asap...that way we can give more apropriate feedback. test bugs etc...and when used we can maybe give more ideas etc... also will the system support keyboard input? as ive seen your last addon used only xbox controller i think anyway ,this is looking super ! and for some coffee money or a donation i would love to test this out! looking great! Yeah, I'm working almost fulltime on it XD Just wanted to ask the community if there are any suggestions I can already implement in the first release. Almost every addon from me uses the vGenericInput. My last addon ( Inventory Wheel) uses this aswell. Just assign your keybinds and it works on both keyboard and controller by default ;)
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Post by steak on Jul 23, 2017 15:10:15 GMT
Another interesting option would be to have different animation states for different weapon types. For instance, stabbing with a dagger, slashing with a sword, and hacking with an axe. Granted, I wouldn't know how to do that without exporting an entire animator controller. That wouldn't make it very modular. So maybe there is a better way to do it. I have practically every animation on my controller changed and I wouldn't look forward to having to put them all back into another controller just to have weapon type states.
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Post by sickscore on Jul 23, 2017 17:07:24 GMT
Another interesting option would be to have different animation states for different weapon types. For instance, stabbing with a dagger, slashing with a sword, and hacking with an axe. Granted, I wouldn't know how to do that without exporting an entire animator controller. That wouldn't make it very modular. So maybe there is a better way to do it. I have practically every animation on my controller changed and I wouldn't look forward to having to put them all back into another controller just to have weapon type states. Tbh, that has nothing todo with an armor & condition system ;) This system will not touch the animator controller or override any animations.
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Post by shadex on Jul 23, 2017 21:53:46 GMT
suggestion: 1.When enemy collides with the armor mesh will it be possible to cast a sound? 2. When enemy like humanoid projectile any rocket or throwable item at you, you can deflect with shield? 2. Put a mesh collider on the shield, and make sure that it's not a recoil layer, and it will deflect any object with a rigidbody. The more advanced version is to enable the shield's collider on the block state and any attack states you want. I'm working on a shield bash prototype that's using this system. It's more of in the proof of concept phase though.
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Post by shadex on Jul 23, 2017 22:06:38 GMT
RPG ARMOR SYSTEM ARMOR SYSTEM WITH CONDITION MODIFIERS
Hey Guys,
I'm currently working on a completely new and improved version of the depricated Armor Plus addon from Chronicman .
The main functionality will be...you guessed it..."equippable" armor. I implemented a system to equip armor meshes onto your character mesh (instantiated to custom equip points). The system still needs a bit of work, but it already can merge/stich multiple skinned meshes together in realtime with seamless animation adaptation.
But that's by far not everything. You will be able to add specific attributes per armor piece that will affect your characters condition.
For example, you can equip a chestplate which gives you more health and a good amount of armor, but it will noticeable increase your weight. Wait...weight? Yes, you can set a weight value for each piece of armor (and every other item). Weight will affect your stamina and even your movement speed, if your inventory is fully packed with items.
Now I need your feedback and suggestions what features you guys want included in the system. Please write a comment with your suggestions below to help me build and finish this piece of awesomeness I already spent like 10 hours on this, so expect a ton of handy features!
Geers, sickscore
That is fucking awesome! I am really excited about this!. Good job man. I might actually have some stuff to contribute. One thing i noticed is that you have a stat system in place. I think it would be cool if we could make some type of standard stat system, or one that works with other add-on's here. I see that being a potiential problem. I am thinking if we could adopt a standard system, i could easily write up a new damage script for my magic system to use condition/armor/resist system, and i know Rindu's got a really sick working stat system with his leveling system. I'd be willing to help code something like that. We could make it really easy for people to make things like a level/stat requirement to equip system's, and they wouldn't have to make it compatible to multiple systems.
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Post by sickscore on Jul 23, 2017 22:16:39 GMT
Yeah, I thought about a standard system aswell, but it would be really hard to match the needs of multiple addons. That's why I decided to simply use custom item attributes like the default item manager does. This should actually be the most reliable solution when it comes to controller updates imo.
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Post by maggotgore on Jul 26, 2017 8:50:56 GMT
perhaps a condition system with full, tarnished and broken but the weight and armor diminish or when you kill you loot lesser condition armor
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