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Post by shadex on Jun 2, 2017 20:53:59 GMT
I see though the attacks all have a lock on, are they able to be triggered much like the shooter mechanics without the lock on? Right now it's directional based. So if you cast a spell without lock-on it will cast it forward of the player, and depending if you have gravity enabled on rigidbody, it will go straight forever, or lob to the ground like a grenade. With the collider's working as they do, they typically hit the target if they are "near it" enough. However i am working on implementing homing code, which will lock-on to the closet (either tag or layer) enemy, which will be an option in the projectile script, much like kryto's earlier effect packs. When it is locked on, Invector has "face target" code. This makes it so that during the lock-on the projectile shoots straight. I didn't really need to do anything special for this either, as it worked pretty good out of the box. TLDR: it shoots the direction of the player... when locked on the player faces the enemy, so it shoots at the enemy. Later, there will be homing code.
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Post by shadex on Jun 2, 2017 21:00:42 GMT
shadex , what more can be said. This is amazing and I can not wait to use this. I will not lie we were tempted to go with ootii for a few as we also own that controller and it has bow and swimming and climbing and a magic pack getting released using Realistic Spell Effects 4 as well. But truth of the matter, the Invector controller is far better to use and people like you, tharindu, chronic,uberwiggett, zelda and the rest of this community is what makes this HANDS DOWN the BEST! You guys F@%&!ing rock for real! Now maybe we can start making good progress in our game again which you will all have a free copy to by the way if wanted. Thank you for all of the work you all do, and maybe I can step my game up some if time permits and try to work on the armour system, but I am not as good a coder as the rest of you for sure, we will see though that is how you get good right! Well i'll help where i can in the armor system. I suck at coding as well. I suppose i lose the right to say that now, but i still believe it! The bow system isn't much atm, other then a projectile that shoots with a bow equiped. I think Invector was doing one on a release soon if i'm not mistaken. It will most likely be way better then mine, but at least there is an option, and it wouldn't be to much work to make it fully functional. Just need the ability to equip a primary weapon in the left hand and grab the amount of arrows. Anyways, i will most likely release it next week or so, with the understanding that its a work in progress, and some of the system's are simply place holders (my hard coded input system). Though the bow and arrow does work out of the box for an enemy AI archer!
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Post by shadex on Jun 7, 2017 6:28:42 GMT
Ok, i got a few scripts to clean up and add some conditions. I will make a tutorial video, as the setup is more confusing in writing. I figure it will cover initial setup, and 4 effects. A projectile (aka fireball), a PBAOE (aka Frost Nova from WoW/Diablo), a Skill (aka Shocking Hands), and distance based AoE (aka Lighting Strike). If anyone has any specific spell, let me know here, and i might be able to put it in.
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Post by steak on Jun 7, 2017 17:13:49 GMT
While it may not be a requirement for what you're going for, another option could be channeled abilities.
Granted, I haven't even started a single line of code for this. But the list of things that I wanted to figure out for a magic system was for directional attacks (you've got that), pbaoe attacks (you've got that), healing abilities (you've got that), channeled abilities, casting timers, and ability cool-down timers.
Another option for your distance based aoe spells could be a targeting system. Granted, that sounds like it could be complicated with the configuration of the Invector controller. Dragon-Age handled that well, by pausing the game while you selected the casting location with a ground painted reticule.
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Post by shadex on Jun 7, 2017 17:42:50 GMT
While it may not be a requirement for what you're going for, another option could be channeled abilities. Granted, I haven't even started a single line of code for this. But the list of things that I wanted to figure out for a magic system was for directional attacks (you've got that), pbaoe attacks (you've got that), healing abilities (you've got that), channeled abilities, casting timers, and ability cool-down timers. Another option for your distance based aoe spells could be a targeting system. Granted, that sounds like it could be complicated with the configuration of the Invector controller. Dragon-Age handled that well, by pausing the game while you selected the casting location with a ground painted reticule. Channeled spells is a bit weird. There are 2 ways to do it. The sloppy way which is has a single cast trigger call multiple animations and for anyone to attack the caster, interiors to idle state, and a clean version which is a single cast with multiple spells that send a callback to interrupt the effect. I do have spell indicators kinda working. I plan to implement that when I work on the charge system. This will be a simple hold button for stronger attack. Each spells does have a cast time based on the animator which is interuptable. I can look into adding a guild element to display a slider based on the current progress of the animation though
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andy
New vMember
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Post by andy on Jun 8, 2017 13:55:39 GMT
tutorial please
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Post by uberwiggett on Jun 8, 2017 14:12:42 GMT
I don't need a tute i just need the damn addon super excite
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andy
New vMember
Posts: 10
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Post by andy on Jun 8, 2017 14:16:36 GMT
sorry :( but i'm newbies in unity... :(
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Post by shadex on Jun 8, 2017 18:02:23 GMT
I don't need a tute i just need the damn addon super excite You will. I tried writing out the directions for rindu and it was like 17 easy steps lol. I got a little snag atm with the Magic state machine behavior working off of the AI, but should clear that shortly.
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Post by steak on Jun 8, 2017 18:21:42 GMT
I don't need a tute i just need the damn addon super excite You will. I tried writing out the directions for rindu and it was like 17 easy steps lol. I got a little snag atm with the Magic state machine behavior working off of the AI, but should clear that shortly. By the way... I love you, Shadex!
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Post by chocolatka on Jun 9, 2017 14:32:34 GMT
I've been following this controller for a long time and I think this is the best unit controller. I waited a long time for the summer to finally do my project. Shade's Spell System will solve a lot of my problems. I'll wait when your system is ready )
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Post by tharindu on Jun 9, 2017 16:47:17 GMT
Yeah. I apologize to you guys for not having done testing on that sooner. I play to get the spell system up and running by tomorrow night. Work has been crazy the past couple of weeks and it's only going to get worse till the 12th of August lol
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Post by chocolatka on Jun 9, 2017 17:01:51 GMT
Yeah. I apologize to you guys for not having done testing on that sooner. I play to get the spell system up and running by tomorrow night. Work has been crazy the past couple of weeks and it's only going to get worse till the 12th of August lol The system will be ready by August?
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Post by tharindu on Jun 9, 2017 17:04:21 GMT
No. I am packed with office work till August :D after that I will be fine for more rigorous work. I will test shade's spell system by the end of this week He will release the system when he feels it's bug free and ready to go .
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Post by shadex on Jun 9, 2017 21:15:18 GMT
Ok, Released!!!!.... as Alpha. I will release a better tutorial and update the scripts when i have time. If you can't get it working, i'll try to help, but if your completely clueless, it may be wise to wait a week or two. Again, i'm doing this so that some people can use my system now vs in a few weeks when the setup and scripts will be easier and a little more bug free.
Anyways, Enjoy!
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