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Post by jgiroux on Sept 16, 2016 19:20:00 GMT
sorry I got caught up with regular life.
I will have the downloadable version at some point tonight.
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Post by dreadlord on Sept 18, 2016 3:01:12 GMT
so, thats it, i broke my F5 Key ;-)
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Post by uberwiggett on Sept 18, 2016 3:08:54 GMT
haha I'm going offline for a few days in about 5 more hours, hope to grab it then as I'll be stuck coding each night and want to play
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Post by jgiroux on Sept 19, 2016 13:42:36 GMT
First Release v1 Vehicle Add On
Download this Asset Package if using an older version of Invectors TPC (v 1.3.c or lower)
Download this Asset Package if using the newest version of Invectors TPC (v 1.3.e)
change-log:
9/20/16 - first release
9/20/16 - quick update for different versions.
9/20/16 - quick update to Ice Cream truck. now plays that creepy music when driving
you only need to download one of these packages above depending on which version of TPC you are building with.
ok, finally. Here is an AssetPackage that contains everything thus far.
Steps:
Step 1) you *must* have Invectors 3rd person asset installed First! (best if its a clean install for testing reasons)
Step 2) Import the AssetPackage from the Link above.
Step 3) once finished navigate to folder -> VehiclesAddOn -> DemoScene and load the DemoScene1 area for a Quick test and setup.
Step 4) keep an eye on your Gas gauge, if you run low, just park your car in the Gas Station area for a bit.
CONTROLS:
-------------------------------------------------- [Keyboard]
CARS
Movement = WSAD Enter Vehicle = E Brakes (while in vehicle) = E Gas = Space or W Lights On/Off = C Weapons On/Off = Enter Weapon1 fire: Rmouse Weapon2 fire: Lmouse Nitro Boost: L-Shift Lock Camera/Unlock =TAB Exit Vehicle: Q mouselook: mouse
Chopper
Movement = WSAD Enter Vehicle = E Lights On/Off = C Rotor speed Up: Space Rotor Speed Down: E Weapons On/Off = Enter Weapon1 fire: Rmouse Weapon2 fire: Lmouse Lock Camera/Unlock =TAB Exit Vehicle: Q (can only exit chopper when landed and rotor speed is 0) mouselook: mouse
BOAT
Movement = WSAD Enter Vehicle = E Exit Vehicle: Q mouselook = mouse
(this one still needs some love)
---------------------------------------------------------
JOYSTICK
CARS
Movement = Left Analog Enter Vehicle = A (Green) Brakes (while in vehicle) = A(Green) Gas = X (blue) or Forward Lights On/Off = Y (yellow) Weapons On/Off = Start Weapon1 fire: RB Weapon2 fire: LB Nitro Boost: R-Trigger Lock Camera/Unlock = Right Analog Click Exit Vehicle: B (red) mouselook = Right Analog
Chopper
Movement = Left Analog Enter Vehicle = A (Green) Lights On/Off = Y (yellow) Rotor speed Up: X (blue) Rotor Speed Down: A (green) Weapons On/Off = Start Weapon1 fire: RB Weapon2 fire: LB Lock Camera/Unlock =Right Analog Click Exit Vehicle: B (red) (can only exit chopper when landed and rotor speed is 0) mouselook = Right Analog
BOAT
no joystick control at the moment
Movement = WSAD Enter Vehicle = E Exit Vehicle: Q
Let me know what you all think as this is a Work in Progress so lots of things can and still will change.
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Post by dreadlord on Sept 20, 2016 11:11:04 GMT
I set this up with a fresh Project and imported the Package. No errors whatsoever but the character flys up in sky like a rocket 😀
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Post by dreadlord on Sept 20, 2016 14:16:53 GMT
I'll try this out this evening. I'am stuck here at work :-(
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Post by jgiroux on Sept 20, 2016 21:58:17 GMT
additional features I'd like to add as v2 of Invector controller becomes available.
1) allow gasoline to be stored in gas can and carried 2) open/close trunk animations. 3) passenger entry (for companions) 4) optional - allow mouselook to aim when weapons enabled. 5) mesh deforms for visual damage. 6) damage that will render the car inoperable. / as well as fixing 7) optimize car meshes (to be a single mesh (aside from doors and truck) to lower draw calls 8) create UVW unwrap templates for all the vehicles to allow users to create custom car textures 9) more vehicle options. 10) allow Truck/Rig to have a rigidbody joined Trailer 11) motorcycles to be added 12) hang gliders to be added 13) Jet/Planes to be added 14) more boat options
if you can think of anything else that you'd like to see hit me up here and we can discuss it.
Thanks for your support and for playtesting the system for me across alternate PC configs.
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Post by dreadlord on Sept 20, 2016 22:53:14 GMT
Check what I wrote above, I changed the instructions. Now its a simple fix. No need to edit or alter anything. Yep, now it works as a charm! It's really fun to play with this around :-) Well done so far. Things i notized: You can enter the car at every point if you stand near enough to the collider. Maybe it is better to add a specific "enter" collider near the driver door. When you exit the vehicle and press enter vehicle during the animation, the character plays the enter animation again and he is "stuck" in driver seat mode without a car :-) I hope you can understand what i mean. Just for testing i created some AI and a Companion. The AI does not recognizes me while the character is in a vehicle, the companion does this. Do NOT add the CompanionAI to the V Object Damage. Why? It's really bad karma :-)
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Post by jgiroux on Sept 20, 2016 23:10:56 GMT
p.s. quick update. there are now two versions of this available. I'd download the new version specific for the build you are testing on. there are significant changes to the animator that a simple reset wouldn't completely fix.
check the links above for the version that's best for you.
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Post by jgiroux on Sept 20, 2016 23:20:47 GMT
Check what I wrote above, I changed the instructions. Now its a simple fix. No need to edit or alter anything. Yep, now it works as a charm! It's really fun to play with this around :-) Well done so far. Things i notized: You can enter the car at every point if you stand near enough to the collider. Maybe it is better to add a specific "enter" collider near the driver door. When you exit the vehicle and press enter vehicle during the animation, the character plays the enter animation again and he is "stuck" in driver seat mode without a car :-) I hope you can understand what i mean. Just for testing i created some AI and a Companion. The AI does not recognizes me while the character is in a vehicle, the companion does this. Do NOT add the CompanionAI to the V Object Damage. Why? It's really bad karma :-)
Yeah for the preliminary testing it was best to just have the whole collider trigger the event as I still need to adjust for the individual enter and exit/timing animations.some are close, others are way off
as for the bug you described/ yep, I know what you mean, you get stuck in the "sit" mode and can spin around in a wide circle . yet not be in the car. that I think is with my allowing action/movements before the animations finish. again..a matter of timing and playing.
I don't have any current code for the enemies taking on the vehicle. I think that would be best handled by messing with the AI code to look for Player tags within child objects/ (as that's what happens basically. The player becomes a child object of the Seat object within the Car.
Do NOT add the CompanionAI to the V Object Damage. Why? It's really bad karma :-)
c'mon...admit it. You know you did.
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Post by dreadlord on Sept 20, 2016 23:36:03 GMT
Yeah, i did :-) Tough little bastard, trying to hug my car hehe
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Post by jgiroux on Sept 22, 2016 20:02:53 GMT
W.I.P coming updates:
New Vehicles:
Volkswagon Buggy Jeep Dump Truck
Hang Glider Glider Plane
Motorcycle
will release some video followed by an update to the package download this weekend.
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Post by dreadlord on Sept 22, 2016 21:58:42 GMT
I have a little problem here. My character can not "enter" the vehicle. He is outside of the vehicle and plays the walking animation.
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Post by jgiroux on Sept 23, 2016 1:09:57 GMT
are you using the default controller or my custom one? you will need to set up some parameters and assign two animations to your own controller (if you've modified it in anyway)
in your custom controller. add two new bools
GetInCar GetInLowCar
in the Full Body Layer, add the following animations GetIntoVehicle GetOutVehicle GetIntoLowVehicle GetOutLowVehicle.
NUll -> get into vehicle (GetInCar=true) Getintovehicle -> get out vehicle get out vehicle -> null
none should have exit times except for getout vehicle back to null
do this for the GetIntoLow animations as well.
If i havent been clear let me know, ill get into more detail. But i suspect thats what the case is.
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Post by dreadlord on Sept 23, 2016 9:17:45 GMT
Thanks, problem solved!
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