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Post by Invector on Jul 26, 2017 19:17:05 GMT
Official Add-on Zipline by Invector
* THIS ADD-ON REQUIRED THE BASIC LOCOMOTION TEMPLATE *
Zipline Official Add-on Plug & Play
With this add-on you not only get the zipline but also the knowledge to create custom modular add-ons without changing the core of the controller.
* Required Basic Locomotion 2.3.0 or higher ** MeleeCombat & Shooter already contain the Basic Locomotion
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Post by yondaime08 on Jul 27, 2017 16:41:55 GMT
This looks amazing! You guys always impress me with your knowledge of coding and what you are able to produce as a result! I'm curious as to how the physics of this works. As in does the player become a child of the zipline anchor point, and x and z/ gravity of the rigidbody is disabled? Also does the player follow some kind of trail that indicates where he is ziplined to? As in like a trigger box that the rope itself is in to indicate beginning and end of the zipline. Sorry for all the questions but I'm thinking maybe it's possible to use this as a rail cart system. Like player enters mine and there is a rail cart on tracks and player jumps in the cart, and the cart moves along tracks. At the end player gets out of the cart. Depending how it's setup it may be easy for me to change/code it to do that for my project.
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Post by farhez666 on Jul 27, 2017 16:44:47 GMT
the hard part is still pending and that is the AI.
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Post by Invector on Jul 27, 2017 17:34:31 GMT
This looks amazing! You guys always impress me with your knowledge of coding and what you are able to produce as a result! I'm curious as to how the physics of this works. As in does the player become a child of the zipline anchor point, and x and z/ gravity of the rigidbody is disabled? Also does the player follow some kind of trail that indicates where he is ziplined to? As in like a trigger box that the rope itself is in to indicate beginning and end of the zipline. Sorry for all the questions but I'm thinking maybe it's possible to use this as a rail cart system. Like player enters mine and there is a rail cart on tracks and player jumps in the cart, and the cart moves along tracks. At the end player gets out of the cart. Depending how it's setup it may be easy for me to change/code it to do that for my project. The logic is pretty simple and straightforward, we detect the zipline using OnTriggerEnter/Stay/Exit, turn off the player tpInput (which controls all methods of tpMotor, tpAnimator & tpController) and turn on only the methods we need to use like CameraInput. Then turn off gravity, turn on the isKinematic, rotate the player forward to the forward of the trigger and just move forward. As soon as we exit the trigger we enable the tpInput and everything else we need to reset the control back to the player. It's similar to what we did with the ladder or swimming, using this concept we can create new actions and control what the player does without modifying the core
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Post by yondaime08 on Jul 27, 2017 18:51:06 GMT
Awesome! I understand disabling parts of the controller cause i had to do that when my character transforms. From what you said, making a rail cart shouldnt be difficult. Thanks invector probably gonna pick this up tom and let ya know what i come up with.
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Post by tharindu on Jul 28, 2017 8:58:58 GMT
@invector I didn't buy the addon yet, will do after work today. Do the ropes have softbody physics ?
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Post by Invector on Jul 28, 2017 13:31:08 GMT
@invector I didn't buy the addon yet, will do after work today. Do the ropes have softbody physics ? Nope we keep things very simple on this one, it's a good approach for mobile and a solid base to create something with more fuzz as well
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Post by tharindu on Jul 28, 2017 14:32:23 GMT
@invector I didn't buy the addon yet, will do after work today. Do the ropes have softbody physics ? Nope we keep things very simple on this one, it's a good approach for mobile and a solid base to create something with more fuzz as well I agree. I'll try to see if I can add some fuzz with bullet physics api at some point.
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ThePace
Junior vMember
Unity Noob
Posts: 45
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Post by ThePace on Jul 29, 2017 15:07:33 GMT
Its like xmas, 2 great add ons at once!! Ive not installed this yet as I plan on finishing off my swimming stuff for now but I wondered if anyone had thought about combining this with rope editor if that is even possible. I will certainly try within the next week or so. Rope editor would allow a bounce to the rope and also make it easily destroyable. I see the future, grapplehook then zip :D
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ThePace
Junior vMember
Unity Noob
Posts: 45
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Post by ThePace on Jul 29, 2017 15:18:57 GMT
The logic is pretty simple and straightforward, we detect the zipline using OnTriggerEnter/Stay/Exit, turn off the player tpInput (which controls all methods of tpMotor, tpAnimator & tpController) and turn on only the methods we need to use like CameraInput. Yeah, you guys should just take my monies
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Post by yondaime08 on Jul 30, 2017 0:26:50 GMT
ThePace looking at the code that would be a little difficult but its def possible. I managed to make a zipline launcher for my game. Its stationary, as in you cant carry it with you. Its on certain spots in the game. The player walks up to the launcher and cuts the rope which sends a giant arrow flying with the rope attached. The same time the projectile hits the wall the zipline is spawned. Yes it works and its really cool. Here's a pic guide of it: ibb.co/k9RJ75 Video:
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ThePace
Junior vMember
Unity Noob
Posts: 45
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Post by ThePace on Jul 31, 2017 15:36:19 GMT
WHooa, that's pretty bad ass and very VERY cool
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Deleted
Deleted Member
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Post by Deleted on Jul 31, 2017 15:40:42 GMT
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Post by yondaime08 on Jul 31, 2017 18:52:30 GMT
Thanks guys I am always afraid to show off anything i do cause i think its never good enough. If you guys want it for your project i will do a tutorial on how to set up the launcher. All the scripts I use are in the Invector template so there is no code editing.
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Post by Invector on Jul 31, 2017 20:21:53 GMT
yondaime08 The cloth gave a really awesome effect when ziplining, and btw I would love to see more about your project on a W.I.P thread, you don't need to be afraid to show your content (which btw is looking very nice!), this community can really help you with good feedback that can improve your project
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