1. #1
    Blastergamer's Avatar Senior Member
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    Blastergamer's question/problem thread [Shadows]

    New question:

    I am making a stone cave island on the water and the sun is full above, but I want to have the cave dark, but it doesn't.
    What would be the best way to make darkness and shadows in the cave?
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  2. #2

    Re: FPS question

    Originally Posted by Blastergamer
    How do you make an object always rotate to you, or look at you, if you move?
    Any help appreciated
    There's already a tutorial for that in the Visual Tutorial section:

    https://docs.google.com/drawings/d/1...cNmNMZF4g/edit

    It wasn't designed for FPS games but I think the principle is still the same.
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  3. #3
    dasraizer's Avatar Senior Member
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    Re: FPS question

    Originally Posted by Blastergamer
    In my level, that is under development, I want to have a Invert Y camera axis option for some Invert-Y-axis-Players.
    So which data source or SV event can I use to invert or uninvert the cameras Y axis from the first person example?
    follow the left stick vertical value, i believe it goes into a Two Input Operator, just make the constant value negative, tie the operand to a data source and on some command set it to either a negative or positive value.
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  4. #4
    Lukeyy19's Avatar Member
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    Re: FPS question

    A simpler way to have something follow you is to place a custom camera above the object you want to rotate, but make it so it doesn't switch to the camera (lower the range to 0, you may even just be able to uncheck the 'enabled' box, I think this will still work), but have it's target set to your game character (where your main game camera will be), then use an OPE to make your object follow the rotation of the custom camera which is rotating to look at your character.
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  5. #5
    Blastergamer's Avatar Senior Member
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    Re: FPS question

    And how do I invert or uninvert the camera's Y axis?
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  6. #6
    Lukeyy19's Avatar Member
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    Re: FPS question

    I would have 1 set of controls tied to non-inverted, and a disabled set tied to inverted, then have whatever you're using to toggle the controls tied to a state event set to toggle and linked to both, that turns the non-inverted ones off and the inverted ones on, then pressing it again sets it back.
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  7. #7

    Re: FPS question

    I assume you are using the example? Just change the first set value event in the right stick code to increase. Change the two input operator for sensitivity.
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  8. #8
    Blastergamer's Avatar Senior Member
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    Re: FPS question

    I have a new question up there
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  9. #9

    Re: FPS question- New: OPE Elevation

    you tested the elevator yet to see if the ope doesn't mess it up? the movement i mean so your person and the elevator don't get stuck in each other

    anyway its probably easier to use a physics joint
    use a force to let the elevator go down and up
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  10. #10
    Blastergamer's Avatar Senior Member
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    Re: FPS question- New: OPE Elevation

    Originally Posted by sparkierjonesz
    you tested the elevator yet to see if the ope doesn't mess it up? the movement i mean so your person and the elevator don't get stuck in each other

    anyway its probably easier to use a physics joint
    use a force to let the elevator go down and up
    thanks sparkie
    I think I am gonna use sliders.

    Edit: I found out the problem thanks to oXCubXo in the Web chat.
    I needed to turn off the curve data sources after the animation.

    The reason I like OPE more than Sliders is because sliders could RANDOMLY stuck the elevator on its way even if I tested it with an 1 impulse interval trigger not with your own game character.

    Anyway, I learned more about the curve data sources
    and the elevator works exactly as I wanted and I can play with the elevator so many times as I want
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