|
Post by protofactor on Jun 22, 2021 16:31:52 GMT
i there! So multiple questions here: - how to have particles emitter for damage emit from body parts upon collision. Right now I use specific colliders on body parts with the layer as body parts. they have the damage receiver and damage particle script but it still the main particle that is triggered (Main Game Object) emitting from the middle of GO
- how to have a list of particles to be triggered randomly instead of just having one. This can get pretty boring to just have that one damage particle... I know there is a way to trigger a specific particle according to a certain damage type taken but here having a list for the basic standard one would be very much appreciated if possible.(or even a list for each specific damage type)
aiming is way too slow for some reason... already went on your forum where you answered a collaborator, the problem still persist even by changing the mentioned variable. - problem with crouching, when crouching and aiming the camera goes pretty much on floor level...Not sure how to fix this issue.
- how can I manage to use non humanoid enemies as Shooter/melee AI. They have a mecanim generic rig. Is there a way to Bypass that humanoid rig limitation / requirement? I own your FSM AI Add-On, would that do the trick?
- Very much looking forward to the release of that amazing looking cover system! any ETA on that?
Thanks for your time. All the best,
|
|
|
Post by protofactor on Jun 22, 2021 16:50:23 GMT
Please note i can provide you guys with some vouchers to the characters and animations in question used in the project. Though just the animations should be fine since they're using the exact same rig
|
|
|
Post by protofactor on Jun 24, 2021 23:21:35 GMT
To be more clear regarding point 1 & 2:
1- I want to have the blood particle emitter emit from the separate body parts of the ragdoll (forearm, upper leg torso etc...) Right now I can shoot a specific body part but the blood particle emitter emit from the capsule collider of the Playable character Game Object
2-I want to have the blood particle emitter emit a random blood particle effect. Right now it's only one blood particle FX that is emitted. Always the same. If this particle FX could be randomly picked at run time from a list it would allow diversity. Does this feature exist? if so where can I set this up.
Hope this is clearer now.
Thanks!
|
|
|
Post by protofactor on Jun 25, 2021 1:46:22 GMT
Good news for everyone else having some weird slow aiming: Go check your aiming animation and make sure it's just an aiming pose that last 1 frame and not an actual aiming animation. Using an actual animation that last a couple of seconds made the arm IK adjust algorithm to compute over the duration of the animation.
|
|
|
Post by Invector on Jul 2, 2021 16:04:04 GMT
1- We have the vHitParticleDamage which does verify the direction and rotation that the attack came, which we usually attach on the main capsule collider but I think you could attack on each bodypart as well, give a try 2- Turn the 'DefaultDamageEffec' into a list of gameobjects instead of just one gameobject (we will add this for the next update) 3- just increase the height of your crouch camera state 4- you can create generic ai with the fsm melee but not the shooter (check the youtube tutorial) 5- no eta but it's close to a beta release
|
|