|
Post by Frosted Brain on Jul 29, 2017 4:04:13 GMT
Has anyone managed to get roomscale melee combat working out of the box?
|
|
|
Post by uberwiggett on Jul 29, 2017 8:16:32 GMT
Hi chilly, yes there have been some VR examples using invector's template. I haven't tried 3rd person in VR yet, not sure if it's really worth it, but you could certainly use the AI components to help create enemies that would attack a player, and use a generic weapon system for VR to fight them. This has been done here before too, have a quick search of the forums and you should see the post about it.
|
|
haikel
Junior vMember
i wanna be the very best ... like no one ever was.
Posts: 43
|
Post by haikel on Jul 31, 2017 4:05:30 GMT
I'm sorry but it's a little weird to use a third person in a VR game ... i think you need first person addon for invector third person if you really wants to use this package for your VR game. (my opinion)
|
|
|
Post by uberwiggett on Jul 31, 2017 10:48:40 GMT
Not necessarily, I do have an idea kicking around of having vr view of a table top warzone and picking up blue and red AI guys that fight each other on the table. Mostly a tech demo but could be turned into a fun game. Invector's AI already attack each other so it wouldn't take much, just have to figure out a wandering script for them to generate random waypoints once they drop.
|
|
|
Post by Frosted Brain on Aug 1, 2017 3:14:54 GMT
I'm sorry but it's a little weird to use a third person in a VR game ... i think you need first person addon for invector third person if you really wants to use this package for your VR game. (my opinion) I was thinking more like roomscale fps (art of the fight/ swordmaster vr) I got the sword to work with vrtk (this lets me pick it up with my touch controller and orient it in my hand) I also threw a v object damage on it and it lets me damage the AI I now have an issue with ai taking damage with even the slightest tap; they can even get hurt by walking over the sword
|
|
|
Post by uberwiggett on Aug 1, 2017 7:29:27 GMT
need to come up with a script that only activates the damage script if the velocity of the object reaches a certain amount. There is actually a cheap app that already does this, damage active based on velocity etc. But yeah, not entirely unfeasible.
|
|
|
Post by Frosted Brain on Aug 1, 2017 14:10:56 GMT
need to come up with a script that only activates the damage script if the velocity of the object reaches a certain amount. There is actually a cheap app that already does this, damage active based on velocity etc. But yeah, not entirely unfeasible. Could you link me to that app? Sounds interesting
|
|
|
Post by fuzzbeast on Aug 22, 2017 2:44:52 GMT
I was thinking more like roomscale fps (art of the fight/ swordmaster vr) I got the sword to work with vrtk (this lets me pick it up with my touch controller and orient it in my hand) I also threw a v object damage on it and it lets me damage the AI I now have an issue with ai taking damage with even the slightest tap; they can even get hurt by walking over the sword How did you get this to work? I've been trying to get a weapon held by the vr player to damage either AI or player controlled 3rd person characters, I can't seem to get any sort of interaction between the vr object and the AI, the 3rd person controller character at least allows me to push the character around with my sword a bit.
|
|
|
Post by Frosted Brain on Aug 22, 2017 14:10:58 GMT
I was thinking more like roomscale fps (art of the fight/ swordmaster vr) I got the sword to work with vrtk (this lets me pick it up with my touch controller and orient it in my hand) I also threw a v object damage on it and it lets me damage the AI I now have an issue with ai taking damage with even the slightest tap; they can even get hurt by walking over the sword How did you get this to work? I've been trying to get a weapon held by the vr player to damage either AI or player controlled 3rd person characters, I can't seem to get any sort of interaction between the vr object and the AI, the 3rd person controller character at least allows me to push the character around with my sword a bit. I used VRTK for interactions between VR players and weapons github.com/thestonefox/VRTK
|
|
|
Post by fuzzbeast on Aug 28, 2017 12:21:44 GMT
I meant the Invector end, I've got the VR interaction working. What exactly needs to be applied to VR objects and/or Invector characters (3rd person or AI) to get Invector characters to receive damage from an object held by the VR player?
|
|
|
Post by fuzzbeast on Aug 30, 2017 5:58:21 GMT
Hmm, so I got it to work, by copying a game object with vObjectDamage on it from one of the example scenes. For whatever reason, the identical one that I had created was not functioning at all, but the one I copied seems to function, I have no idea why.
|
|
|
Post by Frosted Brain on Aug 31, 2017 13:20:52 GMT
How is your damage applied? Is it just hurting on contact with 0 force?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 31, 2017 14:18:43 GMT
Is it alright to ask to imagine if this would work good in multiplayer?
Cheers! NuclearRasberry
|
|
|
Post by fuzzbeast on Sept 6, 2017 4:55:31 GMT
How is your damage applied? Is it just hurting on contact with 0 force? Currently. Got it working to that point, and have been working on some other things, haven't sat down to figure out velocity stuff yet.
|
|
|
Post by fuzzbeast on Sept 10, 2017 22:13:41 GMT
Hmm, still haven't attempted the velocity, still trying to finish some other mechanics, but I have to ask, have you been able to get the AI to target and/or apply damage to your VR player?
|
|