
Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 4, 2016 07:29 AM
Msg. 71 of 123
You have to do another trace. With the previous trace you should have been able to grab its world space location and use it in the next one as the "end" vector. Simply trace from the player to the hit object/player and then do whatever you need to do.
Another method here you could if you were using projectiles is to make it so whenever that player is hit within the range, set the projectile to homing and it'll lock on and hit it.
You could also theoretically be using a box trace for your autoaim detection/if its inside the box use autoaim and do the things above. Not sure why you need to draw a line to every other character, that just seems pretty silly. Edited by Higuy on Jan 4, 2016 at 07:32 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 11, 2016 01:59 PM
Msg. 72 of 123
Quote: --- Original message by: Alex21788 Just a quick question, Does Halo CE use the assembly language? Is the blam engine use assembly as well as the console in the game? Considering how assembler is and how old it is, I seriously doubt it.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 11, 2016 02:31 PM
Msg. 73 of 123
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Alex21788 Just a quick question, Does Halo CE use the assembly language? Is the blam engine use assembly as well as the console in the game? Considering how assembler is and how old it is, I seriously doubt it.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jan 11, 2016 03:14 PM
Msg. 74 of 123
Isn't Blam written in C++?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 11, 2016 03:20 PM
Msg. 75 of 123
Quote: --- Original message by: Mootjuh Isn't Blam written in C++? that sounds right. haven't found anything yet saying either way though. but probably this.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jan 11, 2016 07:18 PM
Msg. 76 of 123
Assembler is still used in certain fields of technology. Age has nothing to do with it, sometimes you need that manually uber-ultra-optimised performance.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 11, 2016 07:22 PM
Msg. 77 of 123
Quote: --- Original message by: DaLode Assembler is still used in certain fields of technology. Age has nothing to do with it, sometimes you need that manually uber-ultra-optimised performance. What fields? I've not heard of anyone using it recently, short of a couple guys that got their hands on an old machine that used it. (I mean, I'd say I'm fairly well connected as far as knowledge of computer tech and science and engineering and wahtnot)
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jan 12, 2016 12:37 AM
Msg. 78 of 123
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jan 12, 2016 04:25 PM
Msg. 79 of 123
Looks pretty accurate.
Try messing with UMG now, with some material knowledge you could import any Halo hud into it.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 8, 2016 04:10 PM
Msg. 80 of 123
The blueprint workflow is just a visual node-based representation of other traditional coding languages. If you don't understand blueprints, you have a basic lack of understanding of programming/scripting principles.
My guess is you haven't even followed any proper tutorials at your level yet.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jun 8, 2016 04:54 PM
Msg. 81 of 123
Try actual blueprint tutorials as Lodex suggested.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 8, 2016 07:34 PM
Msg. 82 of 123
Quote: --- Original message by: IOSAleXQuote: --- Original message by: DaLode The blueprint workflow is just a visual node-based representation of other traditional coding languages. If you don't understand blueprints, you have a basic lack of understanding of programming/scripting principles.
My guess is you haven't even followed any proper tutorials at your level yet. I haven't looked at any tutorials yet for any programming language. Which one should I go for? I am thinking of Lua. Cryengine uses lua so that;'s good. c++ I hear is just too complicated. Can't go wrong with C# as a starter language. It'll let you build all sorts of general-purpose applications, and is one possible scripting language in the Unity engine.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 9, 2016 04:50 AM
Msg. 83 of 123
It's not that hard to build up you know
Start learning the basics of game creation in game maker (3D is a lot of work and it will distract you from gameplay and game design)
When you know the basics of programming, gameplay and game design use unity 3D so you can have some more experience with 3D functions
And when you know how to work in a 3D workarea, use unreal engine
It will take a few years, but hey, if you have fun doing it the time isn't wasted!
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 9, 2016 01:02 PM
Msg. 84 of 123
You talk as if UE4 is the next step once you know Unity. That's simply not true. Both engines are very functional and I'm personally enjoying Unity much more because I can script with a programming language rather than cumbersome nodes that were created for 3D artists.
And "It's not that hard to build up" is again too short through the curve. I don't get the impression you have much experience with this stuff. It not only takes time, but alot of learning and effort as well if you want to be able to create something significant.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 9, 2016 03:06 PM
Msg. 85 of 123
I learned how to make a node material today.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 9, 2016 07:11 PM
Msg. 86 of 123
Tonight's C# script. Cheers! void Update() { if(tempObjectDuringPlacement) { Vector2 mouseWorldSpace = Camera.main.ScreenToWorldPoint(Input.mousePosition); float gridSize = CrewNavAgent.gridSize; bool relativeToMainShip = false;
// Determine if the mouse is over the main ship, and thus the grid position needs to be relative to the ship. Collider2D[] col = Util.TraceCollider2DsFromMouse(); if (col.Length > 0) { foreach (Collider2D c in col) { if(c.gameObject.tag.Equals("MainSpaceShip")) { Transform shipTransform = c.gameObject.transform;
// GridAttributes is part of the Occupants child object, so use GetComponentsInChildren[0]. GridAttributes gridAttributes = shipTransform.GetComponentsInChildren<GridAttributes>()[0]; float gridOffsetX = gridAttributes.gridOffsetFromParentX; float gridOffsetY = gridAttributes.gridOffsetFromParentY; Vector3 destinationInParentCoordSystem = shipTransform.InverseTransformPoint(mouseWorldSpace.x, mouseWorldSpace.y, 0.0f); // Convert this new local coordinate to the grid within that coordinate system. destinationInParentCoordSystem.x = gridSize * Mathf.Floor((destinationInParentCoordSystem.x - gridOffsetX) / gridSize) + gridSize / 2.0f + gridOffsetX; destinationInParentCoordSystem.y = gridSize * Mathf.Floor((destinationInParentCoordSystem.y - gridOffsetY) / gridSize) + gridSize / 2.0f + gridOffsetY;
// Convert the local grid coordinate back to world space. destinationInParentCoordSystem = shipTransform.TransformPoint(destinationInParentCoordSystem); mouseWorldSpace.x = destinationInParentCoordSystem.x; mouseWorldSpace.y = destinationInParentCoordSystem.y;
// Take ship rotation into account. tempObjectDuringPlacement.transform.rotation = shipTransform.rotation;
relativeToMainShip = true;
// Parent the object to the MainSpaceShip so it remains relative to it. tempObjectDuringPlacement.transform.parent = gridAttributes.transform;
break; } } } if(!relativeToMainShip) { mouseWorldSpace.x = gridSize * Mathf.Floor(mouseWorldSpace.x / gridSize) + gridSize / 2.0f; mouseWorldSpace.y = gridSize * Mathf.Floor(mouseWorldSpace.y / gridSize) + gridSize / 2.0f;
tempObjectDuringPlacement.transform.parent = null; tempObjectDuringPlacement.transform.rotation = Quaternion.identity; }
tempObjectDuringPlacement.transform.position = new Vector3(mouseWorldSpace.x, mouseWorldSpace.y);
// Rotate the object by a 90° offset. if (Input.GetKeyDown(KeyCode.R)) { rotationOffsetZ -= 90.0f; } tempObjectDuringPlacement.transform.Rotate(0.0f, 0.0f, rotationOffsetZ);
// Finalise object placement upon clicking the left mouse button. if (Input.GetMouseButtonDown(0)) { tempObjectDuringPlacement.GetComponent<SpriteRenderer>().material.color = tempObjectOrigColor; // Enable the seat component so that characters can use it. OperatorSeat opSeat = tempObjectDuringPlacement.GetComponent<OperatorSeat>(); if (opSeat) { opSeat.seatIsActive = true; } tempObjectDuringPlacement = null; } // Upon right-click, cancel object placement. else if(Input.GetMouseButtonDown(1)) { Destroy(tempObjectDuringPlacement); } } }
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 10, 2016 09:35 PM
Msg. 87 of 123
Then why the hell did you quote the entire thing
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 10, 2016 09:52 PM
Msg. 88 of 123
Quote: --- Original message by: IOSAleXQuote: --- Original message by: DaLodeTonight's C# script. Cheers! void Update() { if(tempObjectDuringPlacement) { Vector2 mouseWorldSpace = Camera.main.ScreenToWorldPoint(Input.mousePosition); float gridSize = CrewNavAgent.gridSize; bool relativeToMainShip = false;
// Determine if the mouse is over the main ship, and thus the grid position needs to be relative to the ship. Collider2D[] col = Util.TraceCollider2DsFromMouse(); if (col.Length > 0) { foreach (Collider2D c in col) { if(c.gameObject.tag.Equals("MainSpaceShip")) { Transform shipTransform = c.gameObject.transform;
// GridAttributes is part of the Occupants child object, so use GetComponentsInChildren[0]. GridAttributes gridAttributes = shipTransform.GetComponentsInChildren<GridAttributes>()[0]; float gridOffsetX = gridAttributes.gridOffsetFromParentX; float gridOffsetY = gridAttributes.gridOffsetFromParentY; Vector3 destinationInParentCoordSystem = shipTransform.InverseTransformPoint(mouseWorldSpace.x, mouseWorldSpace.y, 0.0f); // Convert this new local coordinate to the grid within that coordinate system. destinationInParentCoordSystem.x = gridSize * Mathf.Floor((destinationInParentCoordSystem.x - gridOffsetX) / gridSize) + gridSize / 2.0f + gridOffsetX; destinationInParentCoordSystem.y = gridSize * Mathf.Floor((destinationInParentCoordSystem.y - gridOffsetY) / gridSize) + gridSize / 2.0f + gridOffsetY;
// Convert the local grid coordinate back to world space. destinationInParentCoordSystem = shipTransform.TransformPoint(destinationInParentCoordSystem); mouseWorldSpace.x = destinationInParentCoordSystem.x; mouseWorldSpace.y = destinationInParentCoordSystem.y;
// Take ship rotation into account. tempObjectDuringPlacement.transform.rotation = shipTransform.rotation;
relativeToMainShip = true;
// Parent the object to the MainSpaceShip so it remains relative to it. tempObjectDuringPlacement.transform.parent = gridAttributes.transform;
break; } } } if(!relativeToMainShip) { mouseWorldSpace.x = gridSize * Mathf.Floor(mouseWorldSpace.x / gridSize) + gridSize / 2.0f; mouseWorldSpace.y = gridSize * Mathf.Floor(mouseWorldSpace.y / gridSize) + gridSize / 2.0f;
tempObjectDuringPlacement.transform.parent = null; tempObjectDuringPlacement.transform.rotation = Quaternion.identity; }
tempObjectDuringPlacement.transform.position = new Vector3(mouseWorldSpace.x, mouseWorldSpace.y);
// Rotate the object by a 90° offset. if (Input.GetKeyDown(KeyCode.R)) { rotationOffsetZ -= 90.0f; } tempObjectDuringPlacement.transform.Rotate(0.0f, 0.0f, rotationOffsetZ);
// Finalise object placement upon clicking the left mouse button. if (Input.GetMouseButtonDown(0)) { tempObjectDuringPlacement.GetComponent<SpriteRenderer>().material.color = tempObjectOrigColor; // Enable the seat component so that characters can use it. OperatorSeat opSeat = tempObjectDuringPlacement.GetComponent<OperatorSeat>(); if (opSeat) { opSeat.seatIsActive = true; } tempObjectDuringPlacement = null; } // Upon right-click, cancel object placement. else if(Input.GetMouseButtonDown(1)) { Destroy(tempObjectDuringPlacement); } } }
I have no clue what this means... Me neither.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 11, 2016 05:54 AM
Msg. 89 of 123
I hate you all.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 11, 2016 02:58 PM
Msg. 90 of 123
Quote: --- Original message by: Super Flanker I hate you all. I don't know, hate is a strong word...
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 11, 2016 04:30 PM
Msg. 91 of 123
For those who want to know (I guess not much ppl really care though :p) -> the function is responsible for positioning an item on the screen at the location the mouse is pointing. It's a bit more complex than your standard code because I require my items to be able to be aligned to a moving spaceship, on a grid relative to that ship.
@Flanker, what did All ever do to you?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 11, 2016 04:38 PM
Msg. 92 of 123
I learned using a softmodded XDK bios'd xbox and xbdev.net
Now that xbox is inoperable because it can't read DVD's and someone threw out my only IDE-dvd drive I had laying around for jumping it. long time ago Edited by OrangeJuice on Jun 11, 2016 at 04:41 PM
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 13, 2016 04:52 AM
Msg. 93 of 123
Quote: --- Original message by: DaLode You talk as if UE4 is the next step once you know Unity. That's simply not true. Both engines are very functional and I'm personally enjoying Unity much more because I can script with a programming language rather than cumbersome nodes that were created for 3D artists.
And "It's not that hard to build up" is again too short through the curve. I don't get the impression you have much experience with this stuff. It not only takes time, but alot of learning and effort as well if you want to be able to create something significant. Only 3 years of experience, so not much :/
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Alex
Joined: Apr 22, 2016
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Posted: Nov 20, 2016 05:26 PM
Msg. 94 of 123
5 months later and still don't know what the hell to do :/
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Nov 20, 2016 06:32 PM
Msg. 95 of 123
Quote: --- Original message by: Super Alex 5 months later and still don't know what the hell to do :/ kys
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 20, 2016 06:36 PM
Msg. 96 of 123
Quote: --- Original message by: KinnetQuote: --- Original message by: Super Alex 5 months later and still don't know what the hell to do :/ kys with the map editor
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Alex
Joined: Apr 22, 2016
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Posted: Nov 21, 2016 05:24 AM
Msg. 97 of 123
Quote: --- Original message by: KinnetQuote: --- Original message by: Super Alex 5 months later and still don't know what the hell to do :/ kys That's not very nice and is not helping me.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Nov 21, 2016 12:18 PM
Msg. 98 of 123
I thought I suggested you to learn C#, with or without Unity. Did you actually read the posted suggestions?
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Alex
Joined: Apr 22, 2016
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Posted: Nov 21, 2016 12:59 PM
Msg. 99 of 123
Yes I read the suggestions, but I don't know if I want to go down that route in terms of game making. I might want to become a level designer or a 3d artist but people seem to think that my assets suck :/
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 21, 2016 01:04 PM
Msg. 100 of 123
Then you need to find out what sucks about your assets and work on improving your skills.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Nov 21, 2016 03:52 PM
Msg. 101 of 123
But you see, that would be considered hard work which is absolutely unacceptable.
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Alex
Joined: Apr 22, 2016
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Posted: Nov 21, 2016 05:47 PM
Msg. 102 of 123
Quote: --- Original message by: xnx But you see, that would be considered hard work which is absolutely unacceptable. I can work hard if I have to. I really want to get into gamedev
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 21, 2016 06:15 PM
Msg. 103 of 123
Quote: --- Original message by: Super AlexQuote: --- Original message by: xnx But you see, that would be considered hard work which is absolutely unacceptable. I can work hard if I have to. I really want to get into gamedev Stop saying that and just seriously. You really want to get into gamedev, then just start doing it. The only way to stop procrastination and other bad habits like that is by just starting something. Start creating something, keep practicing and show off your work to your peers. Learn new skills and don't be afraid to try different approaches. You'll get better, but it'll take time.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Nov 21, 2016 07:00 PM
Msg. 104 of 123
Quote: --- Original message by: Higuy -snip-
hue memes
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Nov 22, 2016 08:53 AM
Msg. 105 of 123
Quote: --- Original message by: Super Alex 5 months later and still don't know what the hell to do :/ >be 12 year old me gettin bullied on halomaps wanting to figure out wat the hell to do to just make game >8 years later >what the hell to do not figured out >game not made Perkele Higuy gives good advice because ive spent most of the time procrastinating Edited by gruntfromhalo on Nov 22, 2016 at 08:55 AM
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