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Post by xenoblackinc on Jan 11, 2017 23:06:56 GMT
understood I'm not going to knock anyone on their opinion. I should learn it's hard and takes time i know. I'll do it just have to make time. I've tried a couple tutorials they were fun. After that I forgot what functions were. it'll come in time. well with prototypes it's frustrating. you could spend 48 hours and no one cares they just want the end result. I do this a lot with audio engineering no one cares as long as the mix is good.
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Post by shadex on Jan 14, 2017 9:49:42 GMT
understood I'm not going to knock anyone on their opinion. I should learn it's hard and takes time i know. I'll do it just have to make time. I've tried a couple tutorials they were fun. After that I forgot what functions were. it'll come in time. well with prototypes it's frustrating. you could spend 48 hours and no one cares they just want the end result. I do this a lot with audio engineering no one cares as long as the mix is good. I didn't mean it to be a dick, it's just if i would of done the "roll a ball" tutorial and the "how to make a turn based battle system", which was like maybe 12 hours in total, I wouldn't of created 150 buggy guns for a game that had no enemies to shoot, and about 2 years of wasted time, a ton of money and 3 failed projects. So many times i hit a road block and had to stop because i didn't understand UI, and had to understand code to make the UI work, or bought an asset that i couldn't get to work cause i didn't understand some stupid basic things. I want to see your game made, and if i can save you the hell of frustration that is unity.... Unity is secret evil. It asks you to learn everything, spent countless hours to make a prototype only for your friends and family to tell you the game play and controls where much better in an earlier version because there were particle effects in "that" one. Defiantly cool to have an audio engineer in the forums! It's perhaps the most overlooked aspect in games these days.
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Post by xenoblackinc on Jan 26, 2017 22:06:03 GMT
cool man nah don't worry about that we're all here for the common goal make great games! I want to make a hella scary game! Unity can be challenging but If we can work together anything is possible.
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Post by Deleted on Jan 26, 2017 23:16:10 GMT
if you need my help on anything xenoblackinc , Im here to help shadex , very true words, jgiroux , also true words I did one project, with all assets, it was fun, not complete, Im doing this project now (adventures in Duaria) taking 6 months and longer! if your dream is to make a huge game like other people, go right at it! but if you simply want to prototype, go small, or big. also, if you do end up networking, its a pain, and its like another beast!!!! dont start with networking (unless its simple networking). im doing that, been in unity since March, learned ALOT, hope it helps you to move on further, and whatever you do, DONT STOP! gamedev can be very rewarding, and also very frustrating, or "Bashing my head up against a wall!!" lol, go for it Dude!!!!
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Post by xenoblackinc on Jan 27, 2017 5:25:35 GMT
thanks zelda much appreciated right now i'm trying to stop my enemies from going through walls and triggering trigger points for the player lol once i figure that out i can make some really cool stuff. i'd love to make my companion ai be able to run off on their own complete a goal or reach a trigger play an audio clip then either wait for me to return to follow again or simply find their way back to me via a game object attached to the player.
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Post by shadex on Jan 27, 2017 5:49:17 GMT
thanks zelda much appreciated right now i'm trying to stop my enemies from going through walls and triggering trigger points for the player lol once i figure that out i can make some really cool stuff. i'd love to make my companion ai be able to run off on their own complete a goal or reach a trigger play an audio clip then either wait for me to return to follow again or simply find their way back to me via a game object attached to the player. CREATING A COMPANION AI Same process as creating a Player or EnemyAI, just select CompanionAI on the Character Type. The Companion has the same variables as the EnemyAI, plus: If you open t he v_AICompanion script, you will see that we have a method call CompanionInputs and you can customize for your needs, this method contains the basic commands like Follow, Stay, Aggressive/Passive and MoveTo (you can send the AI to a specific spot by an Vector3) Default Inputs: – Stay – Follow – Aggressive/Passive – Move to (moveToTarget)
Page 37 of the manuel. Last page. Follow and move to are done already. You just have to create an object that triggers sound (colliders) then pass the objects vector 3 (position) to the move to function.
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Post by xenoblackinc on Jan 27, 2017 6:20:58 GMT
Yea I've been playing with that I was trying to get it to work with the v box trigger. I want to make my companion change states via trigger that would be awesome. I'm going to fiddle around some more before I get rest. I'm in the process of adding more action animations and cool stuff. Once the tech demo is done I'll release footage. This is a powerful system everyday I learn something new. I've tried to ignore enemies with the v box trigger but my sound still plays when the enemy touches it. I just want the player or companion ai to be able to use certain triggers.
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Post by Deleted on Jan 27, 2017 11:38:58 GMT
Would a trigger script help you? Or a trigger state kind of thing?
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Post by xenoblackinc on Jan 27, 2017 15:34:35 GMT
That might help Once I have that I can make things happen. I wonder if that can work. I was thinking of purchasing a one door system from the asset store I wonder if it can be used to make a door and key system. I'm really big into puzzles too! I'm developing some cool stuff.
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Post by Deleted on Jan 27, 2017 16:37:20 GMT
Need help with that type if stuff (fan of that stuff :D)?
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Post by xenoblackinc on Jan 27, 2017 17:35:29 GMT
Cool! I might just post a video of what I've got so far. I'll see how it turns out after I add the actions.
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Post by gamologics on May 11, 2020 16:07:42 GMT
to destroy an enemy the simplest way, Open up the vAIMotor and find the line 550 and add this Destroy(gameObject); to destroy an enemy after a certain time, Open up the vAIMotor and add this code to like 550 gameObject.AddComponent<vDestroyGameObject>(); gameObject.GetComponent<vDestroyGameObject>().delay = 3; Save, Compile, Play Its working on health over the enemy disappear, Although I have given a delay value. can you help me where i am wrong? I want enemy destroy after some time.. public override void TakeDamage(vDamage damage) { // ignore damage if the character is rolling, dead or the animator is disable if (isRolling || currentHealth <= 0 || !animator.enabled) return; if (!damage.ignoreDefense && !actions && CheckChanceToRoll()) return; base.TakeDamage(damage); gameObject.AddComponent<vDestroyGameObject>(); gameObject.GetComponent<vDestroyGameObject>().delay = 3f; }
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Post by gamologics on May 11, 2020 17:19:57 GMT
finally got my ally to follow to a certain empty game object however I'd like for the ally to be able to change stats and follow me after they touch a trigger how can that be done? now I'm confused, are you asking for this part? or the part about destroying the enemy.
if its the enemy question you want answered, Chronicman gave an excellent answer, but there would be many ways to destroy the enemy I'd imagine.
easiest way I can think of do this: create a new c# script. add it to your enemy prefabs. call it "killthesedamnthings" (without the quotes of course)
using UnityEngine; using System.Collections;
public class killthesedamnthings : MonoBehaviour {
public void KillTheseDamnThings() { Destroy(this.gameObject); } }
then on your enemy prefab you have (or should have and if not add it) 'V on dead trigger'
see picture.
1)simply add this script to your enemy prefab, 2) then in the V on dead trigger component, drag your enemy into the game object field, 3) click in the events field and select the option the way I have it shown.
4) test. Viola.
this way , there is no messing with Invector code, should they include an update. and your stuff will still work.
p.s. if you are instantiating a prefab enemy rather than having them already in the game scene, be sure to apply these changes to your prefab. so you are instantiating (spawning) the enemies with this component attached to them.
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Post by gamologics on May 11, 2020 17:21:03 GMT
Thank you jgiroux you are wonderful person..
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