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Post by sickscore on Aug 11, 2017 11:22:29 GMT
Hey guys, I'm working on a game, where you can collect resources by hitting certain objects. For this, I need to aim with my melee weapon at the object to target it. Anyone could help me on that? Second question: Any updates on the hipfire Invector ? Is this feature planned? If not, I will make an addon for sure Cheers, sickscore
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Post by dendiee on Aug 11, 2017 11:39:20 GMT
Hey guys, I'm working on a game, where you can collect resources by hitting certain objects. For this, I need to aim with my melee weapon at the object to target it. Anyone could help me on that? Second question: Any updates on the hipfire Invector? Is this feature planned? If not, I will make an addon for sure Geers, sickscore so about that fiest thing. you just want to target something? like a vase etc? just use vLockOn? or not what u mean?
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Post by uberwiggett on Aug 11, 2017 11:47:09 GMT
^above could work, you can assign layers for the auto lock on, and have a resources layer. but if you mean fine aiming like a mining laser, then i guess you could mod a gun into a melee weapon by changing the shoot animation and firing an invisible bullet forward only a short distance?
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Post by Invector on Aug 11, 2017 13:34:03 GMT
You could switch the melee animations from FullBody to UpperBody or ArmsOnly, to continue moving while attacking. ps* notice that our default animations will be very wonk, you need specific animations to do that.
There is currently no plans for hip fire, the plan for now is: - Release Topdown, 2.5D, ClickToMove update (almost done actually) - Finish new AI - Inventory Pro Integration - More Inventory Examples and Extend documentation - Finish Climbing Add-on
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Post by chrisoat on Aug 17, 2017 12:51:49 GMT
Second question: Any updates on the hipfire Invector ? Is this feature planned? If not, I will make an addon for sure +1 on that!
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Post by tharindu on Aug 26, 2017 5:32:34 GMT
You could switch the melee animations from FullBody to UpperBody or ArmsOnly, to continue moving while attacking. ps* notice that our default animations will be very wonk, you need specific animations to do that. There is currently no plans for hip fire, the plan for now is: - Release Topdown, 2.5D, ClickToMove update (almost done actually) - Finish new AI - Inventory Pro Integration - More Inventory Examples and Extend documentation - Finish Climbing Add-on Wait so you guys have started on the climbing add on? Sweet. Got any gifs by any chance?
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Post by Invector on Aug 27, 2017 13:41:32 GMT
You could switch the melee animations from FullBody to UpperBody or ArmsOnly, to continue moving while attacking. ps* notice that our default animations will be very wonk, you need specific animations to do that. There is currently no plans for hip fire, the plan for now is: - Release Topdown, 2.5D, ClickToMove update (almost done actually) - Finish new AI - Inventory Pro Integration - More Inventory Examples and Extend documentation - Finish Climbing Add-on Wait so you guys have started on the climbing add on? Sweet. Got any gifs by any chance? We did a prototype a while ago, it works pretty much like the last Zelda you can climb on any surface. It is pretty cool specially for adventure games, but there is lot's to polish yet so don't expected this add-on any time soon
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Post by tharindu on Aug 27, 2017 14:34:41 GMT
Super. It's an exploration mechanic I'd really love to have in my game. But take your time. Loads more to do before I implement climbing.
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Post by solarfalcon on Aug 30, 2017 8:24:42 GMT
It is obviously up to you guys, but I would really recommend you reconsider on the hip-fire thing. Swimming, climbing, etc is awesome of course, but I know I'm not alone when I say this Controller needs hip-fire.
If not, I'll wait till someone(*coughsickscorecough*) makes an addon. I'm not skilled enough with the programming/animator to do such a thing.
Will this be a pay addon or will it be added to one of the existing packs?
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Post by jasonweise on Sept 3, 2017 7:09:41 GMT
^above could work, you can assign layers for the auto lock on, and have a resources layer. but if you mean fine aiming like a mining laser, then i guess you could mod a gun into a melee weapon by changing the shoot animation and firing an invisible bullet forward only a short distance? Is it possible for the Melee attack to attack something lower than chest height (or higher) with vLockon. I have tried adding Character Standalone component to a cube that is only 0.5 units high and although vLockOn does target the cube, my player never hits it unless the cube is as tall as the player. Like sickscore, I'd like to be able to smash boxes on the ground but they will only be between 0.5 and 0.75 units high and can't seem to hit these boxes with a unarmed attack (ie punch).
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Post by uberwiggett on Sept 3, 2017 8:26:10 GMT
You could make the invisible collider as tall as the player. That us what I have done with my goblins in the past
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Post by sickscore on Sept 3, 2017 9:26:24 GMT
I actually got it to work, but haven't finished it yet (no time for private stuff due to addon development XD). Just recorded a quick video for you, how I setup my anim controller. I use attack ID above 100 for upperbody attacks. Also you need to adjust the attack times on your weapon (Start/End damage).
Cheers, sickscore
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Post by jasonweise on Sept 3, 2017 10:30:41 GMT
Thanks so much sickscore, very kind of you to take the time to make a video demonstration.
With hitting lower items (for example vases and small crates) would you just use a special type of animation that would strike low or hit the ground?
Could one use FinalIK to drive the target for the fists or would that not be possible with Invector Melee Template?
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Post by sickscore on Sept 3, 2017 10:39:37 GMT
Thanks so much sickscore, very kind of you to take the time to make a video demonstration. With hitting lower items (for example vases and small crates) would you just use a special type of animation that would strike low or hit the ground? Could one use FinalIK to drive the target for the fists or would that not be possible with Invector Melee Template? Personally I'm using an animation like in Fortnite (I'm making a similar game). Basically the animation goes crazy, but I only apply damage on a certain start and end time on my weapon Time: 1:02
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Post by deidrereay on Jan 8, 2020 17:37:25 GMT
SickScore did this ever work out well for you? having the aimed melee attacks? I was thinking of trying to do the same might make for some fun just wondering how it turned out for you or anyone else??
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