-
Posts
517 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Genebris
-
-
Make controller yourself and attach model to it as a child.
Also, I see that your light is set to static.
-
Everyone has it.
-
self.Fire() is also correct, but it doesn't send "self" to a function which resulted in your errors. When you use "self:Fire" you make "self" accessible inside this function.
-
You don't need any scripts, just place two pivots for regular weapon position and iron sights position. Then move your weapon between these pivots.
- 2
-
Prefab:Load returns created entity.
-
Prefab:Load and Script:Collision - this is all what you need.
-
Yes
- 1
-
I would make legs of the turrents parent and rotating part child, othervise base of the turret will rotate with it's top. Just attach a top part as a child in Blender and export them both, they will come as a combined model.
- 1
-
You probably want to make specular color darker and the second version actually looks nice, just reduce normal intensity a little.
-
I have only used Shadmar's solution and it's amazing. Solution by Mattline1 requires messing with C++ and I don't even have VS on my PC at the moment because I'm limited on space on system drive so that's a problem for me for now, while Shadmar's PBR just replaces some shaders and everything works.
- 1
-
If you need realtime then you need to render each frame, so yes, camera.
-
Why don't you just rotate the camera depending on player position?
- 1
-
Just offset a camera with small random value every frame.
camera:SetPosition(camera.position + Vec3(Math.Random(-0.1,0.1), Math.Random(-0.1,0.1), Math.Random(-0.1,0.1)))
-
Disable sandbox in editor settings.
- 2
-
if window:KeyDown(Key.C) then
self:Run()
else
self:Idle()
end
AnimationManager.lua is in Scripts folder in FPS project template. See how it's used for crawler animation.
-
which will write the key and value into the game's config file. Then use System:GetProperty(key) to read the value.
Where is this config file? I can't see it in my project folder.
-
Replace your fps script with this
-
Genebris what about all the rest of the code? What can you delete? What do you comment out? How do you attach it to a player?
Leave the rest of the code untouched. use default FPS prefab.
How do you determine distance between the player and the camera and the camera height?
When camera is attached to it's pivot set camera position to 0,1,-1 in local space. It will be offset by 1 meter behind player and one meter above player.
-
That's actually a very basic task so you should do it yourself.
Take FPS script, find a line where it creates a camera and replace camera creation with pivot creation (Camera:Create -> Pivot:Create).
Then right after this create an actual camera, parent it to this pivot and offset by -1 meter on Z in local coordinates.
You will probably want to remove a part of code that makes FPS player model invisible because you actually want to see it from this perspective. It's somewhere in Start(). Or just attach any other model to the player.
-
Place a pivot inside player, parent camera to this pivot, rotate this pivot depending on mouse coordinates.
To avoid walls throw a raycast from this pivot to the camera, if it hits something in between then position the camera in hit position.
-
Default player script has animations, you can look there.
-
Try it on the new project.
Also, I see now that Turn is actually worse for this.
-
Did you just replace SetRotation with Turn? No wonder it spins like a tornado. You need to rotate by the needed difference.
EDIT: Your script works fine for me too.
-
Check default FPSPlayer script, it draws HUD in PostRender function.
Targeting hardware
in General Discussion
Posted
Exactly. In my opinion minimum specs should be able to run the game at 60 fps (or 50 at least) on lowest possible settings.
I'm not paying for a game to be able to launch executable file, I'm paying to be able to have good experience.