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Post by rh4invector on Apr 11, 2020 4:46:54 GMT
Figured out how to integrate a few features from Unity's free 3D Game Kit. All you need to do after importing the asset, and adding your Invector character into the scene, is change the tag of objects from "enemy" to "player" - for example, in the image below, I changed this on the "InfoZone" object, and now the tutorial boxes from 3D Game Kit interact with the Invector controller. Also, you need to change basic objects, like the floor, to "default" for the Invector character to work properly there. I don't know how to integrate the breakable boxes or enemies, but Invector has similar (maybe better) features like this, so I won't mess with that.
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Post by rh4invector on Apr 11, 2020 4:49:53 GMT
If anyone would like to help. One feature that would be useful to integrate better with 3D Game Kit, is the moving-platform. I got it to work, just change the platform(s) to "default." It works well when the platform moves left/right/forward/backward, and up. But it's a little odd when the platform moves down. The invector character will kind of continue hopping/dropping as the platform moves down.
Do any of you have ideas on how to tweak this? Maybe make the character weigh more? But then I guess that would affect the character's jump... trying to avoid that.
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Post by rh4invector on Apr 11, 2020 4:59:28 GMT
If you want the acid to kill your Invector character, add (or copy/paste) in the "V Object Damage" script from Invector, and change the Damage Option value to a high number. (You can choose if it takes a while or happens instantly.) Poor character... :( I guess you can delete the damage components from 3D Game Kit that are used for the Elen character.
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Post by myureda on Apr 20, 2020 15:28:08 GMT
thanks for your knowledge share! Please tell me how to implement the save system
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Post by rh4invector on Apr 29, 2020 6:27:31 GMT
I don't know how to implement the save system. Haven't tried.
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Post by rh4invector on Apr 29, 2020 6:34:20 GMT
Got the door trigger switches integrated with Invector. They work well. You can have the player step on the switch pad, or have a trigger on the bottom of a box (or whatever) to also work with the switch pad. Been able to get a bullet from a gun to work with the 'crystal' triggers as well. I'm working on setting up a way for a sword to trigger the switch, when the player strikes it. As you can see in the pictures, I added a sphere attached to the sword (that would be invisible in game), with a collider to react when hitting the switch. The problem I'm having is that this sphere is always there, so if the player walks next to the switch, and the sphere attached to the sword bumps it, this also triggers it. Would anyone know how I could make this sphere only appear in the middle of a swing/attack? Just like how we can set hitboxes to only damage an enemy in the middle of a swing?
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Post by owlandfox on May 29, 2020 15:17:13 GMT
In the full game kit do you know how to also make it possible to attack/damage the enemies?
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pixchel
New vMember
Servant de Lord Chaton
Posts: 6
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Post by pixchel on Apr 20, 2021 20:47:05 GMT
Got the door trigger switches integrated with Invector. They work well. You can have the player step on the switch pad, or have a trigger on the bottom of a box (or whatever) to also work with the switch pad. Been able to get a bullet from a gun to work with the 'crystal' triggers as well. I'm working on setting up a way for a sword to trigger the switch, when the player strikes it. As you can see in the pictures, I added a sphere attached to the sword (that would be invisible in game), with a collider to react when hitting the switch. The problem I'm having is that this sphere is always there, so if the player walks next to the switch, and the sphere attached to the sword bumps it, this also triggers it. Would anyone know how I could make this sphere only appear in the middle of a swing/attack? Just like how we can set hitboxes to only damage an enemy in the middle of a swing? In the full game kit do you know how to also make it possible to attack/damage the enemies? Copy the body of your ennemy in your ennemy hierarchy, attach the damage receiver script , disable the mesh render you don't need to put any more stuff on your sword, just with the hitbox like on the ennemi, remember to check if your weapon can hit ennemy or bodypart and swap the layer to what you want (personnaly I used body part on each 3DKG stuff, with the petrol barrel exemple script)
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