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First Person map coding
In evo there was an example map with the correct coding to build a first person map, Fusion does not have this.
It made life a lot easier to build first person maps. I just grouped all the coding and ball (game object) together and saved to favourites.
I'm sure there will be more example maps to come in future DLC.
I was hoping someone on here has a tutorial or something I could refer to .
Thanks in advance :)
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Haven't checked everything that's on there but perhaps this might help you?
https://docs.google.com/folderview?i...pFNXBkdkE#list
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Load up evo and write down the code.
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Thanks lads.
I took some photos off of the evo set up...
Might work...
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Haha, I was just trying to redo the first person setup on Fusion, and I am not the only one. :o
Well maybe I can just help you!
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Yes please mate, I'd like a bit of help on this one :)
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Bear in mind the FPS example isn't the perfect base. It takes a lot of tweaking to get optimal control.
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Apdenton is right, the FPS example in Evo isn't best tweaked to match other FPS games.
@SavageXistance: I write it down in a draw doc, just made the FPS system on Fusion to work. Sadly, I don't have any capturing method which would be the best way to teach.
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Here you are:
https://docs.google.com/drawings/d/1...l0_qNgmBY/edit
I havent' added the jump feature in there, but I will make one with a better and problem-free jumping system drawing doc than the example from Evo.
Share it to FPS doodies!
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Nice tutorial Blaster.
Things that need tweaking:
-Conditions for jumping (where and when is the player allowed to jump?)
-Camera settings such as interpolation speed.
-Area effectors for movement/jumping need to only effect the player character.
-Advanced physics of the game character and the area effectors of movement and jumping all need to find a synergy with each other.
Optional but recommended:
-FOV
-Right stick sensitivity (refer to the tutorial above to see how).
-Right stick deadzone
Once these are done, you have a good base and can expand accordingly. My FPS is coming along very nicely, I'm adding so much detail to the systems that there won't be any space for the actual level :) I'm sure I'll find a happy medium between gameplay systems and level design.