Craftable Guns!
https://twitter.com/joelhuenink/stat...358976/photo/1
https://youtu.be/9EHCRgTbO-g Dialogue system. Craftable guns are legit too though, bro.
https://www.youtube.com/watch?v=LHU2QCci218
Here you go everyone, was doing some stuff today and made a recording. Nothing official per se, was simply testing some of the mod events and actions.
Maybe this'll help make the wait for a new official video easier.
Last edited by Kinyajuu; 03-11-2018 at 10:06 PM.
That camera move (the zoom out) is a bug where the mod wasn't keeping the distance close up. May end up as a zoom level between the two like with the scope. Just getting the AttachPrefabToHeldItem action script to work and put things where they need to be at the moment.
The sound is now a single shot at a time. What you hear is the lack of an echo when the trigger is released for a moment. It's something I'm coding back in now that we have the item/mod system done. Basically if it's the last shot on a burst or auto then play the echo variant, if semi auto, always play the echo variant.
I've also made a scope that zooms only in the lens area but it's still being worked on as well. This was a very rough draft vid of the first scope attachment mod.![]()
Maybe? :P
A few more little screens, this is of the zoomed one. Also was easily able to attach our night vision shader script to it. Just wasn't sure what the settings were supposed to be on it and didn't bug anyone about it since it was just a fun sunday thing. The final version will likely look different but I would imagine the function will be the same.
scope01.jpg
scope02.jpg
scope03.jpg
Heh no worries. I'm an avid shooter player as well as an RPG fan. I'm trying my best to make the handling and such something both sides will enjoy in PvE and PvP.
Kinda? I was either going to have to remove the crosshair entirely or hybridize (my preferred method). The idea being that if you wanted a moving crosshair for knowing your fire cone, you could, but you wouldn't have a red dot. Instead, holo sight like lines that do like the above old OnGUI crosshairs but would look much nicer. But say you're topped out level 200 with a 0 spread when not moving. Might as well toss a red dot on it as you know it'll be accurate.
So red dot and other scope sights would be one type, then a specialized type for seeing your fire cone. Will likely be more than a couple reticles.
I'm still working on how to merge the two things in a way that feels good to players of both RPG and FPS games. I'm homing in on a solution though.![]()
Last edited by Kinyajuu; 03-12-2018 at 02:47 AM.
Well it's going to depend on what the art guys want there. I write systems and game mechanics. The scopes in the video and screenshots are placeholders for me to use to get the functionality working, such as being able to have a mod attach a prefab that can be used as a scope. Find a way to allow night vision and zooming without having to zoom the entire screen. Things like that
That said, I will make a suggestion as to what to model the sniper scope's crosshair after. The final decision on that is Madmole's though.
Well the idea was to use the holo sight for doing both while the red dot simply does the center point. I would adjust the holo range in script so that it's circle size will match that of the firing cone of the weapon it's on. Holos can have pretty much any reticle so i would set it up so that we could apply shapes to it. At least that's the plan. I'll have to see how it turns out.