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Messages - Jervan

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31
Creativity / Re: The new and improved 3D model topic!
« on: June 27, 2016, 09:15:14 PM »
That's awesome

32
Modification Help / Re: Rotating Emitters?
« on: June 27, 2016, 09:10:44 PM »
Isn't the emote system based around projectiles? A very small lifetime followed by explodeOnDeath = true would do the trick. Then just make the explosion happen at the players location every half a second for the duration needed.

33
There is some truth to that, I find the users we all want to stay, leave.

And the users we want to go, come back.
Hey now let's not be throwing words around like that :(

34
Modification Help / Re: Player Node Limitations?
« on: June 27, 2016, 07:03:17 PM »
I reaaally like the idea you have for sleep mechanics and downed players in the combat. If you aren't working on a specific RPG / theme you could team up with me? We do have similar ideas and it'd share the load. I've also got a build of >150k bricks done so it's mostly just about coding systems and content now :cookieMonster: PM me if you're interested!

EDIT: also in the spirit of not being a BLer who just talks about things, I'll update this topic with the combat is working cause if it works it's pretty cool :D

35
Modification Help / Re: Rotating Emitters?
« on: June 27, 2016, 06:58:38 PM »
Is it mounted to the player (you)? That might explain the weird faults.

Could be that if you spawn a projectile to spawn an explosion at the players position it might work better. If you want it to sustain around the player you could use a tick which updates it until it stops and make the explosion lifetime low.

36
Modification Help / Re: Player Node Limitations?
« on: June 27, 2016, 06:06:27 PM »
The pros outweigh the cons in that case, yeah! :D The only danger was superficial limits.

Pros:
Customization (combinations of parts and coloring :D)
Much less animating (big time sink)
Save datablocks
Easily linked with combat system

Cons:
Weapon speeds dependent on frames instead of stateTime
Potentially harder on GPUs
Loss of using the image state system (RIP, flaky piece of :iceCream: )

Your system sounds really cool lordician. Thanks again Conan

37
Modification Help / Re: Player Node Limitations?
« on: June 27, 2016, 05:13:56 PM »
As far as what I'm planning, the "weapon" (whatever it ends up being) would be part of the "handPlayer" model, it'd just be a hidden model node. The item mounts this handPlayer onEquip. Then I unHide the nodes depending on what type of upgrades the player has and what weapon it is. Then spawn the relevant projectile when the player right clicks, or do the relevant blocking method when they right click (framework already in place). The only down side is that it limits weapon speeds to their weapon class, so there is less variety there.

If it's true about the model nodes being limited then I'm thinking one handed swords all work the same, so those animations can have a swordHand. Then I would just do it by weapon animation requirements. If there ends up being too many sword upgrades then I can have a fancySwordHand and a basicSwordHand, etc.

If anyone knows of this limit it'd help a lot knowing what it is before I reach it, I'm trying to make client load times as short as possible!

38
Modification Help / Player Node Limitations?
« on: June 27, 2016, 02:51:02 PM »
Just wondering if anyone knows if:
1) There is a limit to how many nodes a model can have?
2) Mounting a "hand" player to the players hand, then unhiding nodes to show a wielded weapon is feasible.

I'm doing this to allow for simple weapon customisation / skin colors. Thanks for any knowledge!

39
Creativity / Re: The new and improved 3D model topic!
« on: June 26, 2016, 05:16:29 PM »
Finished the deer :D
Next thing I've made:

40
Suggestions & Requests / Re: Fantasy CityRPG
« on: June 26, 2016, 02:46:45 PM »
This shares a lot of ideas with Rosemarble but I'm not calling it a City RPG. I don't even know what makes a City RPG what they are, to me what you posted just sounds like a fun RPG.

41
Off Topic / Re: Will Scotland Push Independence??
« on: June 24, 2016, 11:02:33 AM »
I'm a Scot and yes the wheels are already in motion. It will happen with or without Westminster consent

42
Creativity / Re: The new and improved 3D model topic!
« on: June 23, 2016, 08:25:58 PM »
I've had that "doe a dear, a female dear" song going on in my head for ages



Edit: animating time :D

43
Modification Help / Re: Check if player is moving
« on: June 23, 2016, 11:35:18 AM »
What about stepping forward?
The angle would be very small or non-existant, same for going backwards. Both need another type of check once the angle isn't available.

44
Games / Re: Overwatch - Competitive Mode PTR Out Now
« on: June 22, 2016, 11:24:28 PM »
should have photoshopped reinhart's helmet into that
too busy gittin gud

45
Modification Help / Re: Check if player is moving
« on: June 22, 2016, 11:01:25 PM »
What.
I would like to see this.
I mean you can kind of calculate it when the player is on the ground i guess using the direction of the velocity and the player's forward vector, which is kind of what i did for some dodge move code, but it is not quite perfect.
It's not in any state to post right now unfortunately but I can tell you what I'm trying because it's simple in theory. I'm getting the angle between a vector created by the players velocity and their forward vector, then checking that against the players rotation. The size of the angle is what I'm hoping makes it accurate and the velocity vector is enough to determine the movement keys they are holding (after some fine tuning on what the angle limits are for each direction).

I had a different method fully working with a massive switch statement for every direction but it was inaccurate at certain player rotations and inefficient so this new one will be better.

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