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Post by shadex on Jun 21, 2017 19:47:55 GMT
Sounds pretty wicked! And by the way I love the variable naming One tag. lockmovement Lockmovement requires you to trigger an animation (on hit reactions) which means every time you freeze the guy, he will be essentially playing through the same animation. It works, but i'm about to get a little fancy here, with procedural animation. So what i want to do is access the enemy's animator on hit, and then slow down whatever animation state the enemy is in up to 100% and speed it back up when the duration of the spell/skill is over. The idea is that you will be able to freeze the enemy in mid animation, reguardless of the animation (or slow it down). I did some tests on disabling the animator, and it looks crazy good. Of course, i want the animator in tact so you can transition out of the state for things like curing the status effect, if the enemy is not on the ground, if you hit him with a ragdoll attack, etc. I got teleport working today. only a few bugs i need to work out. I also got the Target Nearest working, with a minor bug that occasionally makes lookAt() add extra rotation on the X axis. Once thats don't i'll update the projectile code and add the option to target nearest (without having to use the lock-on)
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Post by jrackley on Jun 21, 2017 22:34:56 GMT
shadex any ideas on why the explosion forces for the mPhysics do not apply to the Player? I have it set up on an AI and all is good the aoe plays the particle and the force is applied (tested by putting punching bag next to AI)...but it does not apply the force to the player for some reason, I know I must be missing something simple in my face here. power even set to 3000 and radius at 3000 does nothing to player
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Post by jrackley on Jun 21, 2017 23:50:57 GMT
nevermind shadex got it working now
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Post by Frosted Brain on Jun 23, 2017 0:26:48 GMT
Is there any way you can setup a demo scene?
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Post by yondaime08 on Jun 23, 2017 7:26:06 GMT
Is there any way you can setup a demo scene? Are you having trouble getting it to work?
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Post by uberwiggett on Jun 23, 2017 8:16:32 GMT
a demo would require magic spell fx, the ones in the video are paid for so can't be released for free, plus this is a make the script yourself so no download. But if you check out the videos there are plenty of step by step setups you can view.
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Post by Frosted Brain on Jun 23, 2017 15:34:06 GMT
Is there any way you can setup a demo scene? Are you having trouble getting it to work? Yeah, I have the invector shooter and I am having some trouble setting it up with the shooter melee demo
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Post by yondaime08 on Jun 23, 2017 23:29:34 GMT
Well whats the problem exactly? Also what version of Unity are you using?
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Post by Frosted Brain on Jun 24, 2017 5:08:47 GMT
Well whats the problem exactly? Also what version of Unity are you using? I can't add the scripts to my character controller I get an error "Script class cannot be found"
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Post by Frosted Brain on Jun 24, 2017 5:09:13 GMT
Well whats the problem exactly? Also what version of Unity are you using? Also 5.6.1f1
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Post by Frosted Brain on Jun 24, 2017 6:08:44 GMT
Figured it out. Can anyone recommend a good magic anin set and a good magic fx set?
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Post by shadex on Jun 24, 2017 17:26:06 GMT
Figured it out. Can anyone recommend a good magic anin set and a good magic fx set? Krypto's realistic effect pack 4 has pretty much everything, hand trails, projectiles, and effects for the player. I've also used Elements particle pack, ribbons, and KY's effect packs for free with the system (lighting strike is from elements) For animation, Just use maximo's magic animations pack. I know its on maximo's site as well. Also, really any pointing or throwing attack looks good.
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Post by shadex on Jun 24, 2017 18:46:22 GMT
I got the spell system hooked in to the inventory system finally. It's messy atm, but now i can use my spell indicators and damage types. So basicly you will make a new item type in the inventory which will be a spell, and you can define things like elemental type, damage, mana cost, health cost, stamina cost, etc. You can even limit the attack to a specific attackID if for instance you want it to be a sword skill. Took forever to rewrite a replacement for Object Damage that allowed for all the options i thought would be cool to have.
Got a prototype of Teleport behind enemy, teleport forward done, which also added the "find nearest enemy" to the projectile script. Shields with full body effects (Mesh Effects on particles) are also pretty much done. Transformations are also looking good, but am working on a way to alter base damage from the melee controller itself.
Then comes the hard part. A damage mitigation system that intercepts custom damage types (think fire, ice, wind) and converts them to "final damage" and sets damage to those types. It's taking a while, as i want to make it as independent to invector's system as i can, because, well, i don't want the thing to break like chronic's RPG pack and become unuseable.
Hopefully i can get this out soon, but this time i want to focus on a quality release, with some better tutorials.
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Post by steak on Jul 5, 2017 15:16:13 GMT
Finally going to get around to messing with this. Finally have the game ready to begin working more on the gameplay. I plan to spend some time understanding how this all works. I'm just going to play with the above scripts, just to learn more, but intend to wait on the completed release before letting it touch my actual game How much are you intending to change from the original alpha released scripts and tutorial, versus what you have now, Shadex? Any chance of an updated list of what you plan to implement for it? I know the first post has a list of types of spells and such, but was just curious if much of your intended list had changed at all.
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Post by shadex on Jul 5, 2017 21:05:04 GMT
Finally going to get around to messing with this. Finally have the game ready to begin working more on the gameplay. I plan to spend some time understanding how this all works. I'm just going to play with the above scripts, just to learn more, but intend to wait on the completed release before letting it touch my actual game How much are you intending to change from the original alpha released scripts and tutorial, versus what you have now, Shadex? Any chance of an updated list of what you plan to implement for it? I know the first post has a list of types of spells and such, but was just curious if much of your intended list had changed at all. It is designed to be modular, so if i changed the Projectile System, that would mean i only change that one script, and PBAOE's wont be effected. Since it's only minimally tied to other assets, there isn't much of a risk of someone updating something and breaking everything. I have no clue what i will change in the future. Most likely the input will be rewriten, and i may write a more diverse object damage or something, but i can't really answer that accurately. As for the spell types, As it stands, i think i have an example of every type of standard spell type i can think of, and defently everything on that list. Consider it "As is". If it doesn't have a feature you want, implement it, and share it in the thread.
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