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Post by steak on Jul 6, 2017 12:28:14 GMT
I didn't get a chance to mess with this last night. I only created the scripts and updated my controller to the latest version. I did notice that with the change of the vLockOn, it breaks the following line of the projectile script. vLockOn is now an addon that attaches to the player, and no longer the Camera. I haven't tested much, but I'm assuming that you could just switch the FindWithTag to Player, assuming that the component for vLockOn is named the same.
SpellTarget = GameObject.FindWithTag ("MainCamera").GetComponent<vLockOnTargetControl> ().currentTarget;
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Post by tharindu on Jul 6, 2017 14:57:30 GMT
I didn't get a chance to mess with this last night. I only created the scripts and updated my controller to the latest version. I did notice that with the change of the vLockOn, it breaks the following line of the projectile script. vLockOn is now an addon that attaches to the player, and no longer the Camera. I haven't tested much, but I'm assuming that you could just switch the FindWithTag to Player, assuming that the component for vLockOn is named the same. SpellTarget = GameObject.FindWithTag ("MainCamera").GetComponent<vLockOnTargetControl> ().currentTarget; Better yet, I will actually do this. Things like FindWithTag are very expensive. If you're looking for specific objects with different names you don't have a handle of, use them. But if you know where your objects are, go to them directly. Saves a lot of performance. var target = vThirdPersonController.instance.GetComponent<vLockOnTargetControl>().currentTarget;
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Post by shadex on Jul 6, 2017 17:44:24 GMT
I didn't get a chance to mess with this last night. I only created the scripts and updated my controller to the latest version. I did notice that with the change of the vLockOn, it breaks the following line of the projectile script. vLockOn is now an addon that attaches to the player, and no longer the Camera. I haven't tested much, but I'm assuming that you could just switch the FindWithTag to Player, assuming that the component for vLockOn is named the same. SpellTarget = GameObject.FindWithTag ("MainCamera").GetComponent<vLockOnTargetControl> ().currentTarget; Better yet, I will actually do this. Things like FindWithTag are very expensive. If you're looking for specific objects with different names you don't have a handle of, use them. But if you know where your objects are, go to them directly. Saves a lot of performance. var target = vThirdPersonController.instance.GetComponent<vLockOnTargetControl>().currentTarget; Haven't downloaded the new update yet, but yea, that should work, as long as your setting it to SpellTarget.
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Post by tharindu on Jul 6, 2017 18:09:54 GMT
Better yet, I will actually do this. Things like FindWithTag are very expensive. If you're looking for specific objects with different names you don't have a handle of, use them. But if you know where your objects are, go to them directly. Saves a lot of performance. var target = vThirdPersonController.instance.GetComponent<vLockOnTargetControl>().currentTarget; Haven't downloaded the new update yet, but yea, that should work, as long as your setting it to SpellTarget. The new update took the lock on monobehavior out of the camera and made it an addon to the melee controller script. brilliant move. Invector gets more streamlined everyday. I love it :D
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Post by steak on Jul 9, 2017 4:47:48 GMT
Just showcasing some oddities that are happening in the game's magic system. Sometimes a projectile will not have any effect on an enemy, and if I re-angle just a bit, and step off to the side, then it will impact. Also, activating the enemies ragdoll will cause the LockOn to lose focus. You can tell that it is still locked on, but if I cast anything, it does not appear to be locked to the enemy. Point Blank AOE attacks are not working for me. Can't get it to have any effect on the enemy. Still working on it, but this is where I am so far.
Has anyone seen any of these types of quirks with their own magic abilities?
(Posting a video to better show what is happening. Threw a few test AI into a level.)
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Post by uberwiggett on Jul 9, 2017 6:54:44 GMT
I like those magic effects! First thing to check, colliders on enemy, are they full body height, secondly when the lock on icon appears, does it have a collider? could be hitting that instead? I had this happen with my top down version too, sometimes would and wouldn't hit the enemy.
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Post by shadex on Jul 9, 2017 7:23:47 GMT
Just showcasing some oddities that are happening in the game's magic system. Sometimes a projectile will not have any effect on an enemy, and if I re-angle just a bit, and step off to the side, then it will impact. Also, activating the enemies ragdoll will cause the LockOn to lose focus. You can tell that it is still locked on, but if I cast anything, it does not appear to be locked to the enemy. Point Blank AOE attacks are not working for me. Can't get it to have any effect on the enemy. Still working on it, but this is where I am so far. Has anyone seen any of these types of quirks with their own magic abilities? (Posting a video to better show what is happening. Threw a few test AI into a level.) You didn't show any of the editor of the spell so i don't know if your missing a component or something isn't setup right. I would guess either the projectile is to fast, in which case in rigidbody switch to continuious dynamic for collision detection and the other thing is use a trigger instead of a collider. Also try increasing the sphere collider for the blast radius, so the AoE is much bigger. Check if anyone else is getting damaged besides the main target. That way we can atleast isolate the issue a bit.
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Post by uberwiggett on Jul 9, 2017 8:30:12 GMT
when I was having issues it appeared to be hitting an invisible barrier about 30cm in front of the enemy, which is why I am wondering if the little v icon is worldspace and is being hit first
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Post by shadex on Jul 9, 2017 15:36:21 GMT
when I was having issues it appeared to be hitting an invisible barrier about 30cm in front of the enemy, which is why I am wondering if the little v icon is worldspace and is being hit first The collider is not registering. Could be a few reasons. It's one of the reasons i wanted to write a new damage script. The one thing i wonder about is the distance. It only seems to happen at a greater distance, and i wonder if some how Object Damage is not being run because it's considered "off screen" or in a culling area or something. And yea V icon for the target lock-on is in worldspace, but it's just a 2d plane with no collider. Treat it like a blade of grass, it exists, but interacts with nothing.
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tsuna
New vMember
Posts: 16
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Post by tsuna on Aug 1, 2017 18:36:25 GMT
Hello. When you press which keys are used skills?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 1, 2017 18:48:26 GMT
Hello. When you press which keys are used skills? hi best to watch the video on the original post. I also found this one very helpful Basically after adding the spellsysteminput script (post 2) to your character you set the five variable MID1-5 to 1,2,3,4,5 and then use F1-F5 for the spells. on the script I posted which replaces spellsysteminput and the invectormeleeinput scripts you again are pressing F1-F5 and can change the keys in the normal invector method
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tsuna
New vMember
Posts: 16
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Post by tsuna on Aug 2, 2017 15:48:19 GMT
Hello. When you press which keys are used skills? hi best to watch the video on the original post. I also found this one very helpful Basically after adding the spellsysteminput script (post 2) to your character you set the five variable MID1-5 to 1,2,3,4,5 and then use F1-F5 for the spells. on the script I posted which replaces spellsysteminput and the invectormeleeinput scripts you again are pressing F1-F5 and can change the keys in the normal invector method Thank you insomnia)))
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Post by shadex on Aug 11, 2017 6:48:01 GMT
Hey guy's, just letting you all know that i'll be less frequent this month, due to work, vacation and lack of internet. I know Insomnia is working on some changes, and already has shared some awesome stuff. So i wanted to acknowledge him and the work he's done. Hopefully when i get back i'll have some new stuff to add.
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Post by romanchikov on Sept 3, 2017 7:49:29 GMT
Hey guy's. I am new in InVector third personal controller. I am trying to create something like battle of magicians. I setuped character using tuttorial upper and have no idea how to make it stop moving jumping etc and make a cooldown for spell. See video to understand
Can anybody help me?
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Post by Legion on Sept 3, 2017 21:17:32 GMT
Hey guy's. I am new in InVector third personal controller. I am trying to create something like battle of magicians. I setuped character using tuttorial upper and have no idea how to make it stop moving jumping etc and make a cooldown for spell. See video to understand Can anybody help me? At the animator controller, are the spells attacks in the layer "Upperbody"?
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