1. #21
    Originally Posted by Reddaggerxl Go to original post

    -the jumping part would reset on contact with anything, meaning you can accelerate up walls. I just hamfisted it and added a 65 frame delay after Y is pressed, which is fine for flat ground. I also made the force 85K but only last 3 frames, to make it less of a force just pulling you up.
    Track player velocity on the Y axis. Once jump is pressed you can activate a series of generic filters based on velocity for conditions for jumping to get it set up perfect.

    -the game character slides around a fair bit, so when there's no movement input (i.e. left stick values are zero) the friction of the character is set really high. Note, this means if you fall against a vertical wall, you slow down a lot; however, you don't slide down ramps when idle.
    This is good. Use the aforementioned filters to check when to enable/disable this function also, so you won't stick to walls but only the ground.

    -for some inexplicable reason, the view through the camera isn't actually what is represented by the in-game camera object. If you go fast enough (with icons enabled), you can see the character with camera go in front of you despite the fact you're meant to be looking through said camera. Basically, the actual view interpolates to the camera position slowly, making you lag behind the character. So what I did was get the X,Y and Z velocities of the character, multiply them by a fraction and add it on to the camera OPE position for each XYZ position. It works surprisingly well, however if you run into a wall and stop abruptly you see through the wall for a bit than slingshot back a few inches.
    Simple trick for cam interpolation that requires no extra code panels for here: https://www.youtube.com/watch?v=7gXT8ySOQ74

    Personally after this useful trick I tweak further for just a touch of sway, and it works perfectly.

    -the game character is a cylinder instead of a sphere, and it constantly stays upright using sliders (thanks sparkierjonesz!). I did this so that you can stand on small objects, as the cylinder has a flat base, instead of sliding off them as you would with a sphere and its curved base. This means you can jump on ledges, fences, pointy things and edges of buildings.

    I should probably go do my homework
    You will probably have many collision issues due to this. I recommend reverting to sphere before you start targeting the game character with tons of stuff. Depends on what you are trying to do in regards to level design, but for most this will be problematic; getting caught on the smallest of objects (and dodgy collision of some meshes/objects). With a sphere you can roll right over those objects.

    There you go, redeemed my failure the other day

    Edit: With the y axis velocity tracking you can check if airborne at all with the right code, not just jumping.
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  2. #22
    Originally Posted by apdenton1 Go to original post
    Track player velocity on the Y axis. Once jump is pressed you can activate a series of generic filters based on velocity for conditions for jumping to get it set up perfect.
    This is definitely a better way, thanks!

    This is good. Use the aforementioned filters to check when to enable/disable this function also, so you won't stick to walls but only the ground.
    With a little bit of messing around with what I already had, walls aren't a problem. I have no idea how, but it works.

    Simple trick for cam interpolation that requires no extra code panels for here: https://www.youtube.com/watch?v=7gXT8ySOQ74

    Personally after this useful trick I tweak further for just a touch of sway, and it works perfectly.
    Hm, I tried this and it doesn't work at all. All it does is make the view during the starting countdown in that camera and that's it...

    You will probably have many collision issues due to this. I recommend reverting to sphere before you start targeting the game character with tons of stuff. Depends on what you are trying to do in regards to level design, but for most this will be problematic; getting caught on the smallest of objects (and dodgy collision of some meshes/objects). With a sphere you can roll right over those objects.
    I plonked a sphere onto the bottom of the cylinders, and because I was using object glue it didn't require that much mess. It's a lot smoother, I can tell ya that - thanks!
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  3. #23
    Blastergamer's Avatar Senior Member
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    Originally Posted by Reddaggerxl Go to original post
    THm, I tried this and it doesn't work at all. All it does is make the view during the starting countdown in that camera and that's it...
    HIi.

    Did you made the FPS camera type to CUT instead of interpolate? Did you set that other camera to "set as game camera"?

    Hope this resolves your problem!

    edit: Doc updated.
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  4. #24
    Not sure if anyone's covered this already but I'm having trouble with the sounds on a new top down shooter. The looping minigun and assault rifle sounds don't seem to work and the single shot sounds are no good for what I need, the handgun sound effect doesnt like to be repeatedly used i.e. pressing trigger quickly to shoot gun, this just gives off partial and broken sounds. Increasing the pitch just makes it worse too. Although this isn't a fps I plan to make a fps soon and will probably have the same problem as I don't want to have a huge gap between shots so the sound effect isn't affected. Any help would be greatly appreciated as my track is basically finished but I don't want to post it without the sounds!
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  5. #25
    nannerdw's Avatar Senior Member
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    ^ Make a chain of multiple sound sources, separated by impulse delay filters (and maybe a generic filter before each one to check if the sound should continue playing), and loop through those.
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  6. #26
    Yes, sound sources are more buggy than ever before. Most of the problems are avoidable, however. The broken sound issue you are having is the only one I have found no way to avoid except severely limiting rate of fire...
    Let me know if you find a work around aside from limiting rate of fire.

    ^oh, nanner's suggestion. Worth a shot.
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  7. #27
    Thanks nanners, good idea, will give it a go I still can't work out why they'd include the sound loop but not let you use it, I must of spent an hour trying different things to get it to work before I realised it wasn't my set-up that was wrong it was the sound source! I think I'll have to redo the gun set-up I'm using as its with the emitter and I've never been able sync up the sound source properly, that's why I wanted to use the looping sound, but won't take long to change to o.p.e
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  8. #28
    Blastergamer's Avatar Senior Member
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    Originally Posted by Blastergamer Go to original post
    HIi.

    Did you made the FPS camera type to CUT instead of interpolate? Did you set that other camera to "set as game camera"?

    Hope this resolves your problem!

    edit: Doc updated.
    WAIT! Now I realized the problem! In the FPS example track it had an camera event which gets triggered by the start point and goes to the FPS camera. You need to change the camera with the camera event!
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