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Small update, UAGC now has eye tracking! Only requirement is the RIG must contain a standard set of facial bones. If the bones are absent then the feature is automatically nulled out. I use the Paul Neale facial bone rig as it seems to be the most commonly used. But any rEye, lEye attached to head bone will do the trick.. it's not picky. https://paulneale.com/tutorials/facial-rigging-method-which-is-best-for-you-and-your-production/ Lip moving ( npc talking ) and some moderate facial expressions are on the way. No time for a video this week, I got to leave out early.. Until next time ! All known bugs have been squashed, including a pesky jump/landing bug I've been tracking since early development. Added eye tracking and mild/light facial expression abilities ( controllable via a self:express() routine ). Added 3 new animation skeletons, short, normal and tall skeletons ( females ), males are on the way. Added ability to hot-swap the player mesh and stats in-game. No need to reload the entire map to load a new character! This should prove to be useful for games where the player controls more than one player type. ( self:playerswap(infos) ). Added eco-system, object pooling now active, started 3d sound controller. Laid out module blue prints for player pets, combat and cosmetic pets will be supported. Added Items Database. This database holds the following catagories for game items. Weapons ( Ranged, hand to hand, melee and magic ) Collectibles ( and items used by the upcoming quest system ). Useables ( includes powers, food/drink etc.. Anything that can be used then destroyed ) Misc - the section you can toss anything into that does not specifically fit any other catagory. Started the Ranged combat modules Added our first gun! The Splatter gun - used for testing out the combat module. Added 2 new playable female characters. ( Sasha and Jenna ). Fixed: Players feet no longer go below elevators/lifts base while moving.
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The first step towards moving the Controller into a full blown Framework kit has been installed. UAGC now features an EcoSystem module, the first module contains a cloud system. These dynamic, moving clouds can be turned on or off via the editor component menu when dropping the ecosystem component onto the map.
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Yah I saw that error as soon as I posted this message. Seems to be NO WAY to delete a topic anymore so I had to just leave it.
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This has been happening awhile but I haven't came back to it yet because i havent needed to do anything like this until now. Here is some the code: --- Start the clouds for t=1, self.layer1Amount do uagc_clouds[t].mesh = self.layer1Cache[math.random(1,self.layer1TypeCount)]:Instantiate(world) uagc_clouds[t].mesh = Model(uagc_clouds[t].mesh) uagc_clouds[t].mesh:SetHidden(false) uagc_clouds[t].mesh:SetPosition(player.entity:GetPosition()) uagc_clouds[t].mesh:SetPickMode(0) local anum = math.random(self.minScale, self.maxScale) uagc_clouds[t].mesh:SetScale(anum, anum, anum) uagc_clouds[t].mesh:Translate(math.random(-self.maxDist,self.maxDist), math.random(self.minHeight,self.maxHeight), math.random(-self.maxDist,self.maxDist)) uagc_clouds[t].mesh:SetLodDistance(self.lod1, self.lod2, self.lod3) uagc_clouds[t].speed = Random(self.maxSpeed/2, self.maxSpeed) end --->> Move the clous for t=1, 40 do uagc_clouds[t].mesh:Translate(0,0,1) --- THIS LINE ERRORS OUT !, says uagc_clouds[t].mesh is nil when clearly the code above sghows it isnt. end
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Found it: uagc_clouds[t] = Model(uagc_clouds[t]) uagc_clouds[t]:SetLodDistance(50, 60, 70)
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Model::SetLodDistance parameters changed, up to four LODs are supported. Changed to what ?
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Sent it up again, wasnt broken on my end however.
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Why do I get this when using the command self.mesh:SetSkeleton(self.mesh2) ?? Do the two models have to be identical even this the bone rig is identical ? This is my code that bottoms out. self.world = self.entity:GetWorld() self.mesh = LoadModel(self.world, self.playerModelFilenname) self.mesh2 = self.mesh:Instantiate(self.world) self.mesh2:SetScale(1.35,1.35, 1.35) self.mesh2:SetSkeleton(self.mesh)
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Quick update for the week - Added teetering, Beam walking and height detection to ledge strafing. Once more, nothing to configure on the map, just turn on the feature and let the controller do it's job!
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( LUA ) Seems to be missing - self.sprite_ledgemarker:SetViewMode(SPRITEVIEW_BILLBOARD)
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Ultimate Action Game Controller ( UAGC ) - WorkLogs
Alienhead commented on Alienhead's blog entry in Ultimate Action Game Controller
Ultimate Action Game Controller ( UAGC ) - WL 4 Added an Object Pooling Manager for upcoming modules that will spawn and de-spawn entities. Added Teetering - if turned on, player with balance beam walk on narrow heightened areas. -
Added combat Module Hand to Hand combat ( PDF contains all options available). Added configurable combo attack to H2H mode. Added Parkour Module: Ledge hanging. Added Parkour Module: Ledge strafing. Fixed and optimized Jump mode(s). Finally found bug keeping player in Falling mode when not really falling. Optimized several key areas of the controller. Started adding sound effects to key areas ( eventually every action will have its own effect ). Added physics punching bag prefab, a place to practice and try your hand to hand combo attacks. Added floating label definitions for each attack move preformed ( can be turned on or off ). Added Artificial Gravity routine, this is used for ledges but will also power the upcoming Jetpack and Wall run modes. This update is shorter than others (but none the less potent), it took a solid week getting the Ledge hanging to work correctly. Instead of just making Ledge moving automatic I decided to add a layer of player skill to it, if you look down with the mouse the player will look down and eventually jump down, as well as climbing passed ledges that run out of space, you'll be required to make the maneuver yourself. It's really so much better than most games where you just hold down a key and the player marches across the ledge. It has a good solid feel to it, I'm well pleased with the outcome and time spent on it. This puts the 'Action' in Ultimate Action Game Controller :). Ledge Parkour needs no special map work, simply turn the feature on and it just works. Compatible with any and all scene geometry. Map Makers dream! :slight_smile: I got ledge to ledge jumping in the works.. thats gonna make for some fun possibilites on map design.
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I know you probably intend to do this later, but can you bring back the LE model editor scale feature? So that it saves the scale in the model at 1.0, 1.0, 1.0 - that LE feature was so time saving and fit the workflow perfectly. I'm spending to much time in blender these days! lol.
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Ultimate Action Game Controller ( UAGC ) - WorkLogs
Alienhead commented on Alienhead's blog entry in Ultimate Action Game Controller
UAGC now features Ledge hanging! A feature normally only found in game specific genres - is now available to you with a simple toggle on or off ! Introduction to the combat system. The controller will consist of four combat styles, Hand to hand, melee, ranged and magic. When no weapons or combat items are active in either primary or the off-hand, the system will fallback to the hand to hand combat mode. This mode consists off punches, kicks and martial arts style combat. The mode is heavy configurable and offers enough options to customize for any type of game play, including simulations to arcade hack-n-slash styles. The system is based off user input, left mouse button = left hand usage while the right mouse button operates anything in the players right hand. So for example, if the player has no items equipped in either hand than the system will assume martial arts style combat whenever the left or right mouse button is clicked. Combos - Combos can be preformed by stringing along a certain pattern of left to right attacks within a predetermined amount of time. You may configure as many or as little ( none ) combo attacks as you like. I have made it easy to define combo attacks: In the header of each attack style module you will find a section that looks like this: --->> Combos h2h_combos = {} h2h_combos[1] = "111" h2h_combos[2] = "1211" h2h_combos[3] = "2211" This is the combo table for that combat style ( in this case Hand to hand ). 1 represents the Left Mouse button, while 2 represents the Right Mouse button. So for example, when the player clicks the LMB for a combo timer starts, if the player completes the combo by clicking the left mouse button 2 more times within the time frame - h2h_combos[1] will occur. Each combo move has a unique animation and attack move, as well as a sound. There are 10 distinctive animations for combo's. If you declare more than 10 combo attacks then the system will start the animation count back at 1. So combo 11 would actually be combo 1 animation and so forth. Particles will be added once the game engine matures further. 'Damage done' can be defined per combo attack as well. Damage is calculated ( base damage + combo damage + player level ) - ( contingent value ) * ( weapons defined critical hit determiner ). Added combat Module Hand to Hand combat ( PDF contains all options available). Added configurable combo attack to H2H mode. Added Parkour Module: ledge Hanging. Added Parkour Module: ledge strafing. Fixed and optimized Jump mode(s). Finally found bug keeping player in Falling mode when not really falling. Optimized several key areas of the controller. Started adding sound effects to key areas ( eventually every action will have its own effect ). Added physics punching bag prefab, a place to practice and try your hand to hand combo attacks. Added floating label definitions for each attack move preformed ( can be turned on or off ). Added Artificial Gravity routine, this is used for ledges but will also power the upcoming Jetpack and Wall run modes. This update is shorter than others (but none the less potent), it took a solid week getting the Ledge hanging to work correctly. Ledge Parkour needs no special map work, simply turn the feature on and it just works. Compatible with any and all scene geometry. Ledge Module ( final ). Nothing special to setup on the map. Just throw any ole geometry on the map and the controller handles the detection.. Map Makers dream! :slight_smile: I got ledge to ledge jumping in the works.. thats gonna make for some fun possibilites on map design. -
After todays patches I have some weird behavior when hitting F5 from the editor to launch the map. I have to click on the window, move my mouse outside the window, then usually move it back into the window and click again before Ultra even starts to load the map up. If I don't do this action then when I hit F5 the window pops up and just sits there.. Further more, if I hit F5 from Visual studio, it'll load the window with no delay and without having to do the mouse tricks.
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I'm not sure if this is intended behavior but I really doubt it is. The third LOD distance always resets to 64. I'm trying to setup LOD's well beyond that point but it always reverts back to a max of 64.
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* When running from the editor ( F5 ), I have to shake my mouse over the screen ( window ) several times before the app will start up. * When painting with the terrain tool, the tool picks up every object on the map preventing painting in that area.. Should ignore geometry pickmodes?
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yes!
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I clicked Hide on a post I made earlier, purely on accident, but now I don't see anyway to unhide it lol. It was to long a post to simply retype. Any advice ? ty
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( UAGC ) - WorkLog #4 Introduction to the combat system. The controller will consist of four combat styles, Hand to hand, melee, ranged and magic. When no weapons or combat items are active in either primary or the off-hand, the system will fallback to the hand to hand combat mode. This mode consists off punches, kicks and martial arts style combat. The mode is heavy configurable and offers enough options to customize for any type of game play, including simulations to arcade hack-n-slash styles. The system is based off user input, left mouse button = left hand usage while the right mouse button operates anything in the players right hand. So for example, if the player has no items equipped in either hand than the system will assume martial arts style combat whenever the left or right mouse button is clicked. Combos - Combos can be preformed by stringing along a certain pattern of left to right attacks within a predetermined amount of time. You may configure as many or as little ( none ) combo attacks as you like. I have made it easy to define combo attacks: In the header of each attack style module you will find a section that looks like this: --->> Combos h2h_combos = {} h2h_combos[1] = "111" h2h_combos[2] = "1211" h2h_combos[3] = "2211" This is the combo table for that combat style ( in this case Hand to hand ). 1 represents the Left Mouse button, while 2 represents the Right Mouse button. So for example, when the player clicks the LMB for a combo timer starts, if the player completes the combo by clicking the left mouse button 2 more times within the time frame - h2h_combos[1] will occur. Each combo move has a unique animation and attack move, as well as a sound. There are 10 distinctive animations for combo's. If you declare more than 10 combo attacks then the system will start the animation count back at 1. So combo 11 would actually be combo 1 animation and so forth. Particles will be added once the game engine matures further. 'Damage done' can be defined per combo attack as well. Damage is calculated ( base damage + combo damage + player level ) - ( contingent value ) * ( weapons defined critical hit determiner ).
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https://www.ultraengine.com/community/topic/64026-tags-and-prefabs/ This must be a new bug, as it is wreaking havoc on my initialization routines.