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Post by jrackley on May 2, 2017 16:20:18 GMT
Love it!, personally I am dying waiting for the Archery and the advanced swimming and dive. Those are the last things that we desperately need for our game, wish I could just buy them from you right now.
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Post by tharindu on May 2, 2017 16:41:29 GMT
@invector I completely agree with jrackley. Truthfully I have climbing sorted out but really needed the rest that you're mentioning. With those features in place I can really make something seriously good  So one question we all have ;) any idea on the ETA ? :*
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Post by Invector on May 2, 2017 17:24:28 GMT
Swimming is pretty much done! annnnd with our own animations Jorge manage to figure out how to animate using Motion Builder, it's no mocap stuff but it's pretty decent to ship the add-on. Zipline is also working, and climbing is 60% I think. We're also removing all simple actions ( climbUp, jumpOver, stepUp and ladder) from the ThirdPersonController itself, next update will bring a separated component call Basic Action which you could use to trigger any simple interaction animation such as open door, push button, grab item, etc... with Match Target or not. I will create a tutorial showing how to use this new feature, but basically this will bring interactions to a hole new level because we will also add support to call Events on those actions, so you could very easilly trigger the animation to open a door and call a event to trigger the door animation, sounds, effects, etc... The idea is to keep the controller as clean as possible, only basic locomotion stuff and leave the rest optional as plug & play components
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Post by Deleted on May 2, 2017 19:26:38 GMT
Thanks Invector for the type of climbing like Zelda BOTW!!!! :D I've been looking forward to that thing, plus I personally don't know how to do it myself yet (still learning), what's the price tag (if their is any)?
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Post by tharindu on May 3, 2017 0:46:38 GMT
Impressive. Looking forward to it.
Regarding climbing, when you say botw style will you be enabling climbing on any tagged layer or point to point? Also will this mean the end of the vTriggerAction class? I've been using it in my quest system to create quest givers.
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Post by Invector on May 3, 2017 0:55:17 GMT
Thanks Invector for the type of climbing like Zelda BOTW!!!! :D I've been looking forward to that thing, plus I personally don't know how to do it myself yet (still learning), what's the price tag (if their is any)? We don't have a price tag yet, but don't worry it will be totally affordable. Impressive. Looking forward to it. Regarding climbing, when you say botw style will you be enabling climbing on any tagged layer or point to point? Also will this mean the end of the vTriggerAction class? I've been using it in my quest system to create quest givers. On our current prototype you can climb any surface with a collider, no need to add any scripts into it. We still use the vTriggerAction script, actually now it contains more information like the value to start/end the matchTarget, avatar target, etc...
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Post by uberwiggett on May 3, 2017 1:02:48 GMT
Bit confused, what's being sold in this new package? Is the change of the controller to remove the actions to a plug n play system going to be in an update to the current templates and the actions themselves sold in another addon pack? Or is it going to stay the same and you buy a pack that allows you to create the addon actions?
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Post by Deleted on May 3, 2017 1:44:35 GMT
Invector, climbing with a collider, that's AWESOME!!!!!!! Can't wait :D does that mean terrain as well (if it has a collider)?
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Post by tharindu on May 3, 2017 2:31:57 GMT
Thanks Invector for the type of climbing like Zelda BOTW!!!! :D I've been looking forward to that thing, plus I personally don't know how to do it myself yet (still learning), what's the price tag (if their is any)? We don't have a price tag yet, but don't worry it will be totally affordable. Impressive. Looking forward to it. Regarding climbing, when you say botw style will you be enabling climbing on any tagged layer or point to point? Also will this mean the end of the vTriggerAction class? I've been using it in my quest system to create quest givers. On our current prototype you can climb any surface with a collider, no need to add any scripts into it. We still use the vTriggerAction script, actually now it contains more information like the value to start/end the matchTarget, avatar target, etc... Sounds great, I can probably discard what I've made in peace later :D . When you said collider based without scripts I am reminded of that game where everyone is a bunny. Hope you can share some gifs. I am buying this no matter the price :D I don't have the time to implement any of these and I would love nothing more than to rely on you guys for this.
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Post by Invector on May 3, 2017 14:13:11 GMT
Bit confused, what's being sold in this new package? Is the change of the controller to remove the actions to a plug n play system going to be in an update to the current templates and the actions themselves sold in another addon pack? Or is it going to stay the same and you buy a pack that allows you to create the addon actions? Next update will bring a separated actions from the controller, with a script example on how to create new actions. The add-on pack will contain 5 new actions plug & play created by us, but if you don't want, you can create your own actions because they use the same system
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Post by uberwiggett on May 4, 2017 2:41:33 GMT
Awesome! thanks for the clarification 
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Post by jrackley on May 7, 2017 16:35:23 GMT
Hate to ask again, but is there any rough idea on when the Archery addon will possibly be available? This has been becoming increasingly important to us over the past few months, and is to the point of we need it desperately. I am willing to pay right now for anyone who has a working bow system in place.
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Post by Invector on May 7, 2017 23:58:24 GMT
Hate to ask again, but is there any rough idea on when the Archery addon will possibly be available? This has been becoming increasingly important to us over the past few months, and is to the point of we need it desperately. I am willing to pay right now for anyone who has a working bow system in place. You can easily create a Bow moveset using the Shooter Features, I think uberwiggett has done it a while ago. We will basically create a new moveset and modify the vBullet and other small adjustments, but the core of the bow mechanics is in the Aim system that comes with the shooter.
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Post by tharindu on May 8, 2017 8:26:26 GMT
Hate to ask again, but is there any rough idea on when the Archery addon will possibly be available? This has been becoming increasingly important to us over the past few months, and is to the point of we need it desperately. I am willing to pay right now for anyone who has a working bow system in place. You can easily create a Bow moveset using the Shooter Features, I think uberwiggett has done it a while ago. We will basically create a new moveset and modify the vBullet and other small adjustments, but the core of the bow mechanics is in the Aim system that comes with the shooter. Forgive me but is there a tutorial written or in video form on how to create and work with new movesets ? I apologize if this is available in any form of documentation. Just haven't gone to this area of the controller.
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Post by Invector on May 8, 2017 18:21:31 GMT
You can easily create a Bow moveset using the Shooter Features, I think uberwiggett has done it a while ago. We will basically create a new moveset and modify the vBullet and other small adjustments, but the core of the bow mechanics is in the Aim system that comes with the shooter. Forgive me but is there a tutorial written or in video form on how to create and work with new movesets ? I apologize if this is available in any form of documentation. Just haven't gone to this area of the controller. Hmmm there is really no secret at all about the movesets, you see each weapon has the option for ATK_ID and MoveSet_ID, and when you equip the sword for example, the Idle animation is different then the unarmed animation, that happens because the sword has a MoveSet_ID of 1 instead of 0, and you can do this for each animation walk, run, sprint, etc... So basically the Bow will have a unique ID to match a bow moveset. 
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