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Post by romanchikov on Sept 4, 2017 8:50:24 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 Legion, thank you for you advice. It help me to understand. If put animation in UpperBody and UnderBody the character can moving and casting. It's cool but my Animation look little strange because the distance between leg is more than in moving state. That's why I want to stop character when casting. I solved all my problems pretty easy. I just copy in "Full body" layer type of attack and put "Enable damage controll" behaviour script to animation state. It have a "Allow movment at" paramet which one I need to. Hope it will help for somebody
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Post by shadex on Sept 5, 2017 2:23:37 GMT
At the animator controller, are the spells attacks in the layer "Upperbody Legion, thank you for you advice. It help me to understand. If put animation in UpperBody and UnderBody the character can moving and casting. It's cool but my Animation look little strange because the distance between leg is more than in moving state. That's why I want to stop character when casting. I solved all my problems pretty easy. I just copy in "Full body" layer type of attack and put "Enable damage controll" behaviour script to animation state. It have a "Allow movment at" paramet which one I need to. Hope it will help for somebody You might want to adjust the magic spawn higher to make the spell look like it's coming from the hand. There is also a tag you can add to stop movement (I think its StopMovement) in the animation state so you don't move. if you still need help on it, i'll answer the question more complete later. I just got back and have a ton of stuff to do.
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Post by romanchikov on Sept 5, 2017 15:18:59 GMT
Yes. I just try to understand how this system is working. I found that InVector is working at shooter AI system. I think I will wait then they finish it and after that will continue working on spell system. Not understand how to work with tag
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Post by shadex on Sept 6, 2017 15:25:28 GMT
Yes. I just try to understand how this system is working. I found that InVector is working at shooter AI system. I think I will wait then they finish it and after that will continue working on spell system. Not understand how to work with tag Just to clairfy, the spell system is a community add-on, it's not supported nor worked on by Invector. The current authors of it are Insomniac and shade (thats me!). If your having trouble with it drop a line here or message me. I'm not exactly fast on the response time atm, but please don't send any support questions for the spell system to invector. They got enough support questions to deal with, with the melee combat, shooter and locomotion controllers and their official swimming/zipline add on (Everyone should really buy the swim add-on, it's that awesome). That being said, there will be a version released as a unity package, where everything is setup, as many requested. This will include the Insomniac changes. So please be patient if i don't get back to you right away.
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Post by robson on Sept 13, 2017 18:58:44 GMT
Is it possible to use the bow and arrow without locking the sight? With a free scope? Congratulations on the system, it's fantastic. Thanks for sharing
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Post by romanchikov on Sept 15, 2017 9:23:02 GMT
Hi everyone. I created something interesting in spell system.
I based on Shadex spell system but changed it a lot.
I made a lot of new things:
1. Added phisycal and magical damage and spell reaction. If AI immune to magical attack it receive only physical one. If AI immune to physical attack it receive only magical one. If object have no HP (wood plank for example) it can make spell reaction but no damage (burning particle effect for example)
2. Added instant and continious damage. For example Character cast fireball and hit the target. Fireball make explosion and everything in radius start to burn. Explosion send for every object continious damage because burn make damage in time.
3. Maked collision system based on raycast. It is better because you don't need to ignore tons of colliders and no problem with fast moving object. Collision hapaned only with object which in "Collision with" Layer Mask.
4. Added force on collision. For example Fireball make collision and make explosion. No force should not be added to enemy. Firebeam make collision and no explosion but add force to object collision with
5. Modified explosion to send magical damage in radius.
6. Make this system look like official script from Invector
Some other little changes.
Right now I not tested it from third personal controller and not implement some parts of code (for example camera target or custom target) not add particle collision behaviour and not tested to bug. When I will finished it i will publish it here for you
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Post by shadex on Sept 15, 2017 17:36:20 GMT
Oh cool! I had the same idea with a conditions system. Curious to see what approach you took. It looks pretty cool. Hi everyone. I created something interesting in spell system. I based on Shadex spell system but changed it a lot. I made a lot of new things: 1. Added phisycal and magical damage and spell reaction. If AI immune to magical attack it receive only physical one. If AI immune to physical attack it receive only magical one. If object have no HP (wood plank for example) it can make spell reaction but no damage (burning particle effect for example) I am confused on this one. Did you rewrite vObjectDamage? I noticed the OnFire. I've been working on a condition system as well. How did you do yours? Mine is based off hit reactions that spawn particle effects and damage scripts, so to invoke a condition you just have to trigger a reaction. What do you mean about wood plank having a spell reaction? Having the particle effect spawn on it? Damage over time is already included in vObjectDamage, but you have to use OnTriggerEnter, and set the sphere collider to "Trigger". It does have one limitation, that if an enemy already is inside of the trigger, it never registers it as a hit. Still wondering if you rewrote vObjectDamage. It would be cool if you did. I'm assuming from the video your going for a FPS. Very interesting design choice. Yea, it is defeintly faster, but only really works with Projectiles. I can defently see people wanting to use this if they are using the FPS add-on. We went the collision route because it allows for more manipulation of the spell types (like adding a collider that rotates around the player for spells like FireShield). Curious to see how this works. I'm confused by this. I think something was lost in translation. What do you mean "no force should not be added". What are you explaining? Around frame 0.39 in the video, you have a radial UI with 3 buttons on it in differnt colors. What does that do? Also is that a charging system? Is it using Krypto's animations where the code is baked into the animation, or are you instantiating the fire on the charge? I'm happy to see this. The more the system advances, the better!
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Post by orionuk on Sept 28, 2017 3:56:09 GMT
Looking forward to that download link, some amazing work there :D ETA....PLEASE?
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Post by codebeast614 on Sept 29, 2017 13:25:02 GMT
Awesome spell system, I cant wait to try it out and implement it in my game.
Thanks,
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Post by romanchikov on Oct 3, 2017 14:02:18 GMT
Hi everyone. At this and next week I have a lot of work and I can't work on this asset.
I alredy have some new features in spell system. But all of them tested only in VR mode (because my game in VR) and I need some time to intergate it in third personal controller.
I hope I will finished at the end of this mounth.
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Post by Deleted on Oct 17, 2017 13:43:45 GMT
Looking forward to that download link, some amazing work there :D ETA....PLEASE? Eta is something that should not really be given out readily
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Post by Deleted on Oct 17, 2017 13:48:06 GMT
Hi everyone. At this and next week I have a lot of work and I can't work on this asset. I alredy have some new features in spell system. But all of them tested only in VR mode (because my game in VR) and I need some time to intergate it in third personal controller. I hope I will finished at the end of this mounth. I will be more than curious to see your modifications. Sounds interesting. I will be curious to see where the two modified systems meet. All code and ideas welcome
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Post by Deleted on Oct 28, 2017 1:53:59 GMT
shadex any update to it possibly reaching beta? Cheers! Nuke
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Post by tharindu on Oct 28, 2017 8:01:59 GMT
I haven't heard from shadex for sometime now. Hope he's fine.
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Post by Deleted on Oct 28, 2017 10:44:15 GMT
I haven't heard from shadex for sometime now. Hope he's fine. Yeah I hope he is alright. Cheers! Nuke
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