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Post by Frosted Brain on Sept 29, 2018 3:50:28 GMT
For those of you following my git repo you will know this already... I have released v0.4.1 for you to play around with. This has full weapon damage syncing. Both shooter and melee weapons. Tried it out and one of my players will end up getting teleported to my first players position on join and the first player will only see the "clone" that should have been player 2 out in the distance Is there a way to get climbing synced as is?
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saoc
New vMember
Posts: 6
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Post by saoc on Sept 29, 2018 4:21:51 GMT
This is an amazing job! It works perfectly! I was looking for how to instantiate a different model for each player but I could not find anything, could you add something like that? or a system to choose player? And finally, are you planning to add support for invector ai after it is complete? Keep up the good work! Thank you!
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Post by Frosted Brain on Sept 29, 2018 4:29:11 GMT
This is an amazing job! It works perfectly! I was looking for how to instantiate a different model for each player but I could not find anything, could you add something like that? or a system to choose player? And finally, are you planning to add support for invector ai after it is complete? Keep up the good work! Thank you! What version of unity are you using? I am getting a bug where I dont get a resources folder automatically made for me or a network manager and the other bug I mentioned above lol
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Post by uberwiggett on Sept 29, 2018 4:52:57 GMT
i tried it out on 2018.2, works ok, can't see the other player's gun but you can shoot them! can't respawn though :P or at least I didn't set it up to do that, but otherwise a quickish and simple way to get invector to multiplayer!
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Post by mightofficiel on Sept 29, 2018 7:56:11 GMT
Nice !!!
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Post by wesleywh on Sept 29, 2018 22:11:08 GMT
The next thing I am working on is getting the weapons and pickups to be visible to over the network. That isn't supported yet. Also its important to note that v0.4.1 is really only for the Shooter template right now. I haven't added a backwards port for only the melee template as of yet.
I don't plan on continuing the process to the AI but once this is done you should hopefully get the idea how to get it working yourselves.
Here are my plans to have an "official" release: * Synced pickups * Visible weapons * Full player animation sync * Sync bone rotations * Networked particle effects
Some stretch goals (if I feel like it): * Nicer UI * respawn system * moving between scenes
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Post by wesleywh on Sept 29, 2018 22:20:59 GMT
Also uberwiggett I watched a little bit of your stream and I am glad things were easy to figure out. Even though it was probably a little confusing on the first import when you got an explosion of errors :D .
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Post by wesleywh on Sept 30, 2018 1:14:34 GMT
saoc You will have to implement something that will switch out the model in the "NetworkManager" component for you. Then when you call connect it will use whatever model you have in the slot.
Note: You don't have to use the UI Component that is attached to the network manager. That is simply meant to help you get the ropes to eventually make your own more powerful UI that will do what you want according to your game.
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Post by uberwiggett on Sept 30, 2018 5:24:12 GMT
yes confusing at first, who knew reading the instructions would help?!?! xD it's great work! I'd have to spend more time tweaking it to add features that I want, but it's super good to have damage sending across, and I saw a few things there that I think I could modify myself to get things like weapon holds etc to send between players so it was all fairly straight forward.
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Post by mightofficiel on Oct 15, 2018 20:01:09 GMT
what news will come with the version 0.5 ? xD , also there is a new version of pun 2 ( 2.3 ) , is your integration 'll still work with this one
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Post by wesleywh on Oct 24, 2018 17:52:45 GMT
I imagine that it should but I haven't tested or really worked on this in a while now.
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Post by midgear on Oct 26, 2018 22:53:53 GMT
I imagine that it should but I haven't tested or really worked on this in a while now. I'll draw you something if you get it so all players can see the guns
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Post by Yort_Draeb on Nov 15, 2018 20:13:16 GMT
anyone that used the unet version, could you please share what fix you used for this
// apply tag from the character that hit you and start chase if (!sphereSensor.passiveToDamage && damage.sender != null) { target = damage.sender; currentState = AIStates.Chase; sphereSensor.SetTagToDetect(damage.sender); }
within the M_aicontroller.cs code please
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Post by mightofficiel on Nov 18, 2018 9:18:07 GMT
did someone sync the weapons ? :D
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Post by midgear on Nov 29, 2018 23:09:37 GMT
did someone sync the weapons ? :D Nope looks like we're still on 0.4.1
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