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Post by Chronicman on Jan 13, 2017 16:54:43 GMT
I forgot to say one thing, Thanks for your support guys!
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Post by shadex on Jan 14, 2017 8:38:03 GMT
fire-storm.ca/ Seriously ... It's anything ... I too will make models specially for Invector v2 and sell them $ 50 ... it's great no matter what ... Here is the thing twinkle toes, All of your posts are either asking for people to give you free code and addon's, or they are flaming someone for not giving you free code or addon's. Thing is, your above quote shows how little you know of unity. You can't make models specifically for an asset and unusable to all others, let alone an asset that uses Humanoid models. Just so you know, downloading a model from maximo doesn't mean you created it either. Your going to find yourself in a world of legal troubles if you ever manage to release a game if you don't know the difference. Now let me be very clear NO ONE WILL MAKE YOUR GAME FOR YOU FOR FREE!!!!
I only say this because 80% of your posts on this forum are asking others to give you stuff for free or flaming chronic for not giving you all his hard work for free. You have not released an add-on, you have not shared a piece of code, nor have you helped ANYONE or answered a single question. Chronicman has 380 posts, the vast majority helping people, answering questions, and releasing free add-ons (achievement system, inventorypercentcontainer, Inventory system for mobile.... What have you released for the community? If you don't want to buy his asset, don't buy it. But harassing a guy who's helped out a lot of us, who has contributed quite heavily to this community, is a really good way to make people not want to help you out. Help that you seem to need quite badly.
TLDR: Stop being a dick Nicky
Sorry for hijacking the thread guys.
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Post by kajamaz on Jan 14, 2017 15:36:36 GMT
What I can say is that while no one will make you a game for free, there's already a TON of free assets and addon scripts people have released here that have saved me hours of code and development time. You should be greatful for that they've done, and if you cant afford it, i'm sorry, then you have to go read a book on how to code and create it yourself then. I've developed games for over 4 years, and i'm not too great on code, I primarily work on design, development and administration, and i've had to pay people to create or modify code. For $15, seeing the massive amount of code and weeks of work into this, i think its a fair price.
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Post by Deleted on Jan 15, 2017 0:19:13 GMT
edit- forget this post I made, bad timing, I'm sorry Chronicman, in the Generic AI, it will fit all generic AI right? Or just specific Generic?
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Post by zlblue on Jan 15, 2017 0:28:32 GMT
hi Chronicman, i am not sure how AoE works in ur scripts. but i hope these add to ur scripts, and these are what i am looking for: 1.make a new tag system(not the unity's own tag system, just like Emerald AI's tag system), so hitboxs(also v object damage) could only damage and trigger recoil with some specific tags. 2.can you add a avoid damage list(Objects wouldnt be damaged and triggered recoil, even has the tag) If these are not included, i am also willing to pay u.
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Post by Chronicman on Jan 15, 2017 5:21:44 GMT
Hey blue, there is no tag system in place. By recoil do you mean ragdoll ?
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Post by zlblue on Jan 15, 2017 5:30:51 GMT
hmm, r u available for doing freelance work? can i pay you for make these scripts?
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Post by Chronicman on Jan 15, 2017 5:37:28 GMT
I'm gonna be quite busy, I still have to finish of generic and then jgiroux and I will be moving onto our next asset. PM me with more detail of what you are looking for and we might be able to help out.
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Post by Chronicman on Jan 28, 2017 22:22:46 GMT
So I'm having to redo the ability's but its turning out really well, although their are a few bugs in this video that need to be fixed still but you guys can check it out. My generic AI the reaper is casting fireballs at me and when Invector AI is hurt the generic AI will target the hurt ally and heal him then switch back to attacking me.
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Post by uberwiggett on Jan 29, 2017 2:12:19 GMT
that's pretty damn good! Are these abilities able to be transferred to the player as well?
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Post by Chronicman on Jan 29, 2017 2:30:25 GMT
Well I ended up having to change all the OnReceiveAttack functions for every class, so it would not be hard for me to set up a player magic based system, however when the shooter is released one could make a damage magic system fairly easy. So I'm not to sure on what to do, I could probably make a fairly decent magic system with other types of spells then damage like slows, stuns, dots, hots, buffs and debuffs ect. Only time will tell, I have got alot of requests about tutorials so I may need to pause and make a few.
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Post by shadex on Jan 29, 2017 18:13:36 GMT
Well I ended up having to change all the OnReceiveAttack functions for every class, so it would not be hard for me to set up a player magic based system, however when the shooter is released one could make a damage magic system fairly easy. So I'm not to sure on what to do, I could probably make a fairly decent magic system with other types of spells then damage like slows, stuns, dots, hots, buffs and debuffs ect. Only time will tell, I have got alot of requests about tutorials so I may need to pause and make a few. Yea link and I looked into this. From what i read on the shooter add-on and what i see in the code, they are pretty much set to integrate ammo systems, Area of effect, projectiles and hit-scans, both target locked and free aim. Rename Ammo to Mana and have it Regen, slap a small interface on it and a spellID for casting animations and your pretty much there. It seems you would be redoing a ton of work that Invector is going to be doing anyways. Though what about a damage type system that works independently of a spell system. For instance it has a script for objects and a script for the animator that add Dots, slows, stuns, etc. That way it's easily attached to a future magic system (attach to a projectile object) but can still be used on weapons (Poison Sword with DoT script) or attack animations like hamstring which proc a slow. If you want to get fancy, give them a % chance to work.
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Post by Chronicman on Jan 29, 2017 18:21:26 GMT
Well I ended up having to change all the OnReceiveAttack functions for every class, so it would not be hard for me to set up a player magic based system, however when the shooter is released one could make a damage magic system fairly easy. So I'm not to sure on what to do, I could probably make a fairly decent magic system with other types of spells then damage like slows, stuns, dots, hots, buffs and debuffs ect. Only time will tell, I have got alot of requests about tutorials so I may need to pause and make a few. Yea link and I looked into this. From what i read on the shooter add-on and what i see in the code, they are pretty much set to integrate ammo systems, Area of effect, projectiles and hit-scans, both target locked and free aim. Rename Ammo to Mana and have it Regen, slap a small interface on it and a spellID for casting animations and your pretty much there. It seems you would be redoing a ton of work that Invector is going to be doing anyways. Though what about a damage type system that works independently of a spell system. For instance it has a script for objects and a script for the animator that add Dots, slows, stuns, etc. That way it's easily attached to a future magic system (attach to a projectile object) but can still be used on weapons (Poison Sword with DoT script) or attack animations like hamstring which proc a slow. If you want to get fancy, give them a % chance to work. Yeah I was talking about it with Teles, he kinda said the same thing. I have basically all the work done I just need to transfer functions ect. The system that is in pace now for the AI could do abilitys to weapons ect, like hamstring and poison. It would not take much to get this working for the player. I think I'm gonna create one of those buff/debuff icons that you see under the health bars, will monitor what is effecting you ect.
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Post by shadex on Jan 30, 2017 19:36:10 GMT
Yea link and I looked into this. From what i read on the shooter add-on and what i see in the code, they are pretty much set to integrate ammo systems, Area of effect, projectiles and hit-scans, both target locked and free aim. Rename Ammo to Mana and have it Regen, slap a small interface on it and a spellID for casting animations and your pretty much there. It seems you would be redoing a ton of work that Invector is going to be doing anyways. Though what about a damage type system that works independently of a spell system. For instance it has a script for objects and a script for the animator that add Dots, slows, stuns, etc. That way it's easily attached to a future magic system (attach to a projectile object) but can still be used on weapons (Poison Sword with DoT script) or attack animations like hamstring which proc a slow. If you want to get fancy, give them a % chance to work. Yeah I was talking about it with Teles, he kinda said the same thing. I have basically all the work done I just need to transfer functions ect. The system that is in pace now for the AI could do abilitys to weapons ect, like hamstring and poison. It would not take much to get this working for the player. I think I'm gonna create one of those buff/debuff icons that you see under the health bars, will monitor what is effecting you ect. That would be cool and useful. It would add a lot of depth to the combat system without making it overly complex.
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Post by Chronicman on Jan 30, 2017 19:43:50 GMT
That system is in place now it looks awesome along with AI melee ability's that has all the same functionality as projectiles, aoe, and instant casting, just need to work on better beneficial detection ability's from enemy to enemy. Check that every thing is working correctly and make some videos and docs. I'll release it then and maybe start on the player spell system.... I do really need to update the RPG pack though and tutorials...... so much work!!!!
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