Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 9, 2017 21:18:16 GMT
Congratulations!!!! :D out of curiousity. Where do I download the magic system shadex? Thanks!
|
|
|
Post by steak on Jun 9, 2017 23:19:07 GMT
He updated the 2nd post in this thread
|
|
|
Post by shadex on Jun 9, 2017 23:54:04 GMT
Congratulations!!!! :D out of curiousity. Where do I download the magic system shadex ? Thanks! As steak said, tutorial and scripts are in the 2nd post. I'll update (and label) changes in code and tutorials on the 2nd post, and the basic features, bug fixes and additions on the first post.
|
|
|
Post by uberwiggett on Jun 10, 2017 4:31:32 GMT
is there meant to be audio for that tutorial? :x edit: got to about 9 1/2 minutes before I couldn't follow anymore, seems the spells are set up prior to linking with some scripts etc any chance of a reupload of the tute with audio?
|
|
|
Post by shadex on Jun 10, 2017 7:50:31 GMT
is there meant to be audio for that tutorial? :x edit: got to about 9 1/2 minutes before I couldn't follow anymore, seems the spells are set up prior to linking with some scripts etc any chance of a reupload of the tute with audio? Oh son of a bitch..... It didn't record the auto.....sigh..... I'll remake the video as soon as i can..... So add magic system input and MagicSpawn setup to the player. Create an empty game object named MagicSpawn and set it to Magic Spawn Setup. MID1-MID5 on spell system input Corrispond to MagicID, just like attack ID. In the animator make a new state, this will be your spell. Set the animation, transition from Any State to your new state, and transition from your state to null (just like normal meele attacks). Create 2 variables in the animator. A trigger called MagicAttack1 and an int called MagicID. Set the conditions from the transitions from anystate to be Magic equals (whatever number MID1 is set to) and MagicAttack1. To make a projectile, simple take any particle effect or gameobject and add V Destroy gameobject, Magic system Projectile, a Sphere Collider, and a Rigidbody. Set the particle on collision to be your "Explosion" To make an Explosion, use any particle, Add a V destroy game object, V Object Damage and a Sphere Collider. (magic physic's is optional). Add Magic Attack behavior to your new state. Hands Particle Effect is a trail that attaches to the hand, particle (the 2nd one) spawns at the foot of the animator itself (make sure IK is turned on, for full body layer). this is where you put explosions and point blank area effect spells. Projectile is for projectiles, which will spawn at "MagicSpawn" so adjust MagicSpawn as you see fit. You MUST fill each spot as i don't have null checks in. So fill them with an empty gameobject prefab. Start particle effect is the time (in %) when "Particle" is spawned, where End Particle Effect is when the Projectile is spawned. Start can't be higher then end. Also "Always hit" on magic system projectile is not working, and remember to change "Collides With" from everything to only default and Enemy. I'll redo it, but it might have to wait till monday.
|
|
|
Post by uberwiggett on Jun 10, 2017 8:46:52 GMT
well I already got sucked in to PUBG night with the boys, but if they bail early I will get back to it and start working it out I got the player setup stuff, just wasn't sure how to create the spell prefab but seems straight forward. I'll hopefully be able to add my magnet physics to create a vortex spell which will look awesome. edit: have had a play and got a magic bolt to fire off which is great! But I have to fix the animation to play properly as it keeps firing off in a direction that I don't' want
|
|
|
Post by shadex on Jun 10, 2017 15:07:42 GMT
ok redid the tutorial video... it bugged me that it muted my audio on the last one, and there were essentially no directions with a new toy.
|
|
|
Post by uberwiggett on Jun 10, 2017 15:32:08 GMT
Once I got the written tute I was able to quickly create the spell object, pretty easy to work too! a great base for a system using the animator states. Once I delve into it more I'll see if I can fine tune the casting so it can be aimed better for projectiles. another thing though, this system actually would be good for getting the top down click to move combat system working, using mouse highlights to select target and the keys to use the skills. hmmm future project brewing
|
|
|
Post by uberwiggett on Jun 10, 2017 16:58:00 GMT
So I'm having an animation issue, as I have a weapon equipped that has a left hand IK point active, when I go to cast the spell, it doesn't switch off the IK and the hand follows the weapon. When I switch off hand IK, I lose the ability to properly grasp the weapon :P
demonstrated here
Is there a way to tell the controller to turn it off for duration of the animation? Also with the shooter mechanics, the system is a little jarring as it requires the player model's direction rather than the camera direction that the shooter system uses. I remember we discussed this earlier and you said the homing code will allow for near aiming. Is there anyway to "easily" modify the projectile direction to use the camera aim?
|
|
|
Post by shadex on Jun 10, 2017 23:48:37 GMT
So I'm having an animation issue, as I have a weapon equipped that has a left hand IK point active, when I go to cast the spell, it doesn't switch off the IK and the hand follows the weapon. When I switch off hand IK, I lose the ability to properly grasp the weapon :P demonstrated here Is there a way to tell the controller to turn it off for duration of the animation? Also with the shooter mechanics, the system is a little jarring as it requires the player model's direction rather than the camera direction that the shooter system uses. I remember we discussed this earlier and you said the homing code will allow for near aiming. Is there anyway to "easily" modify the projectile direction to use the camera aim? Ok, firstly, I use AvatarIKGoals to set the hands. It's used to get AvatarIKGoals In OnstateIK i set the position/rotation of the gameobject to match whatever the IK Position and rotation is. I might be missing something, I haven't tested it on the shooter part, just the melee. I'll take a look.I assume it doesn't happen when the script is not active. It also could be an animation import problem (like changing body orientation to Original). Yea, the aiming system, write a custom damage script that has damage types, and a few others are all things i want to do. The homing code is for the Lock-On system. When you Tab Select a target, the projectile will auto aim at where the target was when the projectile was first fired. Among the other projects is auto aiming (that isn't CPU intense) and perfect aim with different trajectory's feel free to comment out the hand trails. Which is everything in OnStateIK and OnStateEnter except the line with MagicSpawn. If my IK code is causing it, that's pretty much all the IK Code.
|
|
|
Post by shadex on Jun 10, 2017 23:54:30 GMT
Once I got the written tute I was able to quickly create the spell object, pretty easy to work too! a great base for a system using the animator states. Once I delve into it more I'll see if I can fine tune the casting so it can be aimed better for projectiles. another thing though, this system actually would be good for getting the top down click to move combat system working, using mouse highlights to select target and the keys to use the skills. hmmm future project brewing Actually i am using it partly as a differn't collision style for damage for attacks that i want greater range, or to hit anything in front of you. Basicly Magic System Behavior becomes Melee Attack Behavior and the object damage on the gameobject controls the hitbox, damage and reaction ID's. It works really good for things like Hundred Hand Slaps if you want multiple collision and damage for combo's and the such.
|
|
|
Post by chocolatka on Jun 14, 2017 13:39:59 GMT
I have a problem with the Shade's Spell System. My projectile
Leaves the point 0 0 0 and not MagicSpawn. Help me pls
|
|
|
Post by uberwiggett on Jun 14, 2017 13:55:50 GMT
did you follow the setup correctly? I recall when I last did it, the magic effect I had that spawned at the feet of the player was spawning at 0,0,0 but the projectile was spawning correctly.
also here is a demo of what I got working, ignore the spray at the base of the foot I just put that there as a place holder.
|
|
|
Post by chocolatka on Jun 14, 2017 19:17:23 GMT
|
|
|
Post by yondaime08 on Jun 14, 2017 19:21:05 GMT
Hey guys I'm having issues as well. :/ Everything spawns but when I checked for the projectile spawning it spawns on the corner of my terrain map. I have it setup just like the vid because when i set the same particle ball to spawn as a particle and not projectile it spawns at my players feet. Place the same particle in the projectile slot and it will spawn as the edge of my terrain. Any advice? I'm going to continue to try and fix it, but last night I couldn't understand why it would spawn at two diff places just by switching the object from particle slot to the projectile slot.
|
|