Large weapons feel heavier and slower, small weapons feel lighter and faster. It can be accessed and set through the fpsWeapon.cs object via. Dynamic Weapon Speed (Finished) - I have inserted in a public variable into the fpsWeapon script to allow easy manipulation of attack speeds/animations.Stabs hitdetect now moves outward overtime from the player increasing in length until it reaches the weapons attack length, I have added raycasts that can grow overtime to simulate an attack moving through space. This was effective, but did not simulate real life well, as everything has to move in physical space over time to simulate physics. Dynamic Raycasts/Spherecasts(Finished) - Traditional raycasts in most classic games used single raycasts to save on cpu demand, so raycasts would draw one long line instantly for the raycast check.Will probably refine formula further later on. This gives a range of 5 to 17 cost depending on the size and weight of the weapon. Current formula is simple ((range+weight)*2). Dynamic Weapon Stamina Cost (Finished) - Stamina cost for swings is now based on the items weight and range to give weapons more variety and feel.I do not plan on adding it into the df engine either. This is not built into the DF engine, so it will not show up dynamically in game. You will now be able to see the raycast of a weapon attack in the unity engine within the scene window. Debug Raycasting Added: (Finished) - I added a simple unity debug raycasting line into the Weaponmanager script.Set your base range in your itemtemplate file. There is a built in if - then error catcher, but please do not rely on it. Ensure weapons have a range value of some sort for them to show in fps mode. Any weapon with 0 range does not show and is broken/bugged. Fists are defaulted to the classic range of 2.25f. Currently is pulled from itemtemplate through the itemHelper.cs and assigned in the weaponManager.cs anytime you attack. Dynamic Weapon Range (Finished) - Each weapon has a unique float point value assigned to it to simulate a unique attack range.You can also access and read it out in UI's using the %ft variable within strings. You can access this value through the itemHelper.cs script and the getRange() method. However, you could use this for anything you need a range value attached to, say a magical affect area or a cast rang or any other possibility you can think of for range you could assign it to spherecasts to create area affect stuff. I'm using this for melee combat, to dynamically assign the reach of each weapon, so weapons have different attack ranges. Think of this as a value you can use to define the range an item will affect.
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