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Post by rolfy on Jul 22, 2017 0:33:08 GMT
Wow you've done a great deal! Well done! Are you still on 2.2c or did you upgrade the climbing code ? Yeah I've been lurking in the background. Did a lot of work on optimising. getting my hands dirty but nothing you can show in a screenshot here of that kind of progress. I am using 2.2c and not sure if I would know where to start with integrating the climb system with it. Have you any plans to do this? If not maybe I can get something similar working with generic actions so may just go with that. I can wait for now I also think the Quest system add on would be pretty much a must have for this game.
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Post by rolfy on Jul 22, 2017 0:36:12 GMT
thats amazing rolfy !!! Kepp up the good work!!! :D Thanks man! Always helps to be encouraged a little. I can take any criticism as well it all helps to improve things and I appreciate the feedback:)
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Post by tharindu on Jul 22, 2017 3:43:38 GMT
Wow you've done a great deal! Well done! Are you still on 2.2c or did you upgrade the climbing code ? Yeah I've been lurking in the background. Did a lot of work on optimising. getting my hands dirty but nothing you can show in a screenshot here of that kind of progress. I am using 2.2c and not sure if I would know where to start with integrating the climb system with it. Have you any plans to do this? If not maybe I can get something similar working with generic actions so may just go with that. I can wait for now I also think the Quest system add on would be pretty much a must have for this game. Once the quest system is dealt with I intend to move to the climbing
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Post by rolfy on Aug 18, 2017 8:05:26 GMT
Seeing that Invector had a bridge for AC I have been chacking it out with good results so far.
Still a lot of wires hanging out the back and some tidying up to do.
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Post by hamzah on Aug 19, 2017 10:54:42 GMT
Seeing that Invector had a bridge for AC I have been chacking it out with good results so far. Still a lot of wires hanging out the back and some tidying up to do. This looks stunning... have you integrated the input remapping option? 
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Post by Deleted on Aug 19, 2017 11:35:36 GMT
That looks AWESOME!!!! Keep up the good work!!!! :D
Cheers!! NuclearRasberry
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Post by rolfy on Aug 19, 2017 19:59:55 GMT
Thanks guy's, still a lot to do but it's always good to get a little progress.
Not 100% sure what your referring to here, but at a guess you mean the character animation inputs for AC.
I found that even changing the rig to suit AC that it spat out a lot of errors with this player character so I went with using both hotspot action list events and vTriggers combined. I am completely new to AC so at this time I am not familiar with all it's functions and look for the simplest workarounds but it seems to be fairly straightforward and easy to learn:)
For example the doors event is started by left clicking the hotspot and the 'v' trigger is enabled by this , it is disabled at first to prevent the player walking past the hot spot and playing things too soon. I am using a small collision sphere in front of the player to detect hotspots so they aren't triggered from any distance away and player is facing.
As the events run the character simply walks forward into a marker at the 'v' trigger (generic action) which plays the character pushing animation, both triggered events run at same time and simply placing the marker in the right spot it looks like all the doors/camera/character events are played through the single action list. After all events are complete the triggers are disabled or destroyed so they don't run again and doors remain open. If you use a trigger to load another scene and same to return again everything will be as it was, as all objects involved have Constant ID scripts.
I don't like the AC loading bar which seems to work sometimes and is a bit hit or miss and there are other niggly little things about it, but for now I put that down my own lack of knowledge and will likely get a better handle on it all as I go along.
Since I want to bring the character back to the central City a lot then persistence across scenes is important to make it all work. I was watching your WIP thread on Menu and Save/Load with interest and wondering if you had persistence in mind?
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Post by hamzah on Aug 20, 2017 7:32:42 GMT
Thanks guy's, still a lot to do but it's always good to get a little progress. Not 100% sure what your referring to here, but at a guess you mean the character animation inputs for AC. I found that even changing the rig to suit AC that it spat out a lot of errors with this player character so I went with using both hotspot action list events and vTriggers combined. I am completely new to AC so at this time I am not familiar with all it's functions and look for the simplest workarounds but it seems to be fairly straightforward and easy to learn:) For example the doors event is started by left clicking the hotspot and the 'v' trigger is enabled by this , it is disabled at first to prevent the player walking past the hot spot and playing things too soon. I am using a small collision sphere in front of the player to detect hotspots so they aren't triggered from any distance away and player is facing. As the events run the character simply walks forward into a marker at the 'v' trigger (generic action) which plays the character pushing animation, both triggered events run at same time and simply placing the marker in the right spot it looks like all the doors/camera/character events are played through the single action list. After all events are complete the triggers are disabled or destroyed so they don't run again and doors remain open. If you use a trigger to load another scene and same to return again everything will be as it was, as all objects involved have Constant ID scripts. I don't like the AC loading bar which seems to work sometimes and is a bit hit or miss and there are other niggly little things about it, but for now I put that down my own lack of knowledge and will likely get a better handle on it all as I go along. Since I want to bring the character back to the central City a lot then persistence across scenes is important to make it all work. I was watching your WIP thread on Menu and Save/Load with interest and wondering if you had persistence in mind? Hi brother,  I am currently working on my Menu system day and night and it's my first priority to get it on the asset store. With that being said, sorry for not being descriptive enough. I am able to create my own Input Utility class with which player will be able to the set input in the inspector like this :  And will show in the game's menu like this :  But I am having trouble in remapping the Inputs Invector is using in their templates. So i was wondering since you have made such an amazing, mouth watering save/load system have you figured out a way to remap/change the inputs using a menu system. Thanks Best Hamzah 
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Post by rolfy on Aug 20, 2017 17:50:31 GMT
Hey hamzah I am afraid you give me more credit than I deserve, my coding skills are nowhere near as good. Mostly at this time my Menu is a simple button system to load scenes only, The save/load is a ready made system in Adventure Creator which you can use to track any item or it's functions with the appropriate script attached. So far I am okay with results but pretty much know for sure I am going to need a lot more integration with the third person controller, inventory and AC save/load. The only thing I can think of that might help you is to get 'Zone controller pro' off the asset store to study (there is a free version). This works by grabbing and displaying all functions that can be changed/altered in any asset within the zone, maybe not what your looking for but I think it may give you some idea of a way to hook into the player inputs in your own code. Wish I could be more help to you but as a non-coder I can only use duct tape and string to make my game work the way I want it to
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Post by tharindu on Aug 20, 2017 18:15:43 GMT
Rewire is the asset you're looking for and it's already integrated with Invector
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Post by hamzah on Aug 21, 2017 0:24:51 GMT
Hi rolfy, hehe thanks bro, I'll see what I can do anyways thanks for the response 
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Post by hamzah on Aug 21, 2017 0:25:42 GMT
Rewire is the asset you're looking for and it's already integrated with Invector Thanks, I'll see what I can learn from it 
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Post by hamzah on Aug 23, 2017 15:07:56 GMT
Hey hamzah I am afraid you give me more credit than I deserve, my coding skills are nowhere near as good. Mostly at this time my Menu is a simple button system to load scenes only, The save/load is a ready made system in Adventure Creator which you can use to track any item or it's functions with the appropriate script attached. So far I am okay with results but pretty much know for sure I am going to need a lot more integration with the third person controller, inventory and AC save/load. The only thing I can think of that might help you is to get 'Zone controller pro' off the asset store to study (there is a free version). This works by grabbing and displaying all functions that can be changed/altered in any asset within the zone, maybe not what your looking for but I think it may give you some idea of a way to hook into the player inputs in your own code. Wish I could be more help to you but as a non-coder I can only use duct tape and string to make my game work the way I want it to More info is on my thread
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Post by rolfy on Aug 24, 2017 0:39:50 GMT
Thanks I'll check it out. I do have a problem which I posted in the Adventure creator integration thread. No response over there so maybe someone reading this can help. I really want to equip player with weapons at start but found the earlier version of the TPC had a bug which caused the weapon to appear in both hands. There was fix for this in the latest version so I imported the update and sure enough using the new 'index area' field in auto equip it now works fine. Problem is that the latest version of the TPC now throws up an error with the vInvectorACLink script, I have (in my limited way) looked at trying to fix this but no success, maybe someone could give me a couple of pointers. 
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Post by tharindu on Aug 24, 2017 1:09:50 GMT
Rolfy do you remember the last version of the controller where this worked? I don't have ac but since I can get around code I may be able to help
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