#Before, how was the character being
1 messages · Page 1 of 1 (latest)
We should probably make a thread at this point lol
but it looks like it's mouse-driven. Get the mouse location, scale the rotation smoothly to play the turn in place animation
Does the capsule rotate at all?
make it visible and see
could be that its set up as a static capsule and the mesh or bones rotate inside it
yes, the capsule is rotating
thats in the old setup?
Yeah
how is it rotating, using control rotation?
you can just plug control rotation yaw into set actor rotation there
or just opt in to using it
thats all fine
feed control rotation yaw here
or just opt in to using control rtation yaw for it, it'll end up with the same result
So like this?
you don't need hit result under cursor anymore, the aim vector (which used to be under cursor) is now going to be along the line from character head to character head + controlrotation.forward * SomeDistance
you following that? The point that represents where the character is aiming towards is defined by tracing from their head in control rotation direction
so replacing the trace hit with something like this, then?
that can be the trace start yeah
or just the capsule location, it'll be close enough
but first confirm that the mouse can rotate dude around
mouse is now DIRECTLY controlling dudes rotation, not indirectly through the camera trace
he's not moving at all
It was hooked on show mouse cursor before, I just unhooked it
debug line looks off, too
althought the debug line was part of the old system, so the blue line isn't really relevant. Shots still leave the barrel and go forward
I have this checked on the player character
oh this is WEIRD
so my mouse control, does not do anything
except when I aim down sight, or use my controller's right thumbstick
then the blue line moves
you can lose this
since the pawn is just using controller rotation yaw
on tick, draw a debug line from head to head + controlrotation.forward x 1000
or just use the trace with debug turned on, have tick JUST do that for now
make sure moving the mouse rotates that trace around
added to my debug function
...it doesn't actually draw at all
I guess I'm attaching to the wrong point
get control rotation's forward
that code doesn't make any sense
forward will be a vector
multiply it by 1000, then add that to the socket location
I hope this is anywhere close to right. Basically the referenced asset from Self is the helmet model on the character
rather than the eyes socket
apparently you can't get a forward vector from a socket for some reason
and the Z would be the forward axis
am I misunderstanding?
cuz if I try get control rotation it outputs a rot and not a vector
you can call get forward on a rotation
rotation.getforwardvector
that's the vector that the rotations forward direction is in
because that's not at all what I'm talking about
trace from StartPoint(head bone location, capsule location, whatever) to StartPoint + Rotation.Forward * 1000
you need to understand what this math is doing
the trace starts at the head
and ends at the head location + aim direction x 1000
Got it
lemmie take video of this, gimmie a second
there's some weird shit going on here lmao
the best way to describe it is that the yellow line is starting somewhat normal and then flying off into some weird random direction, and this only happens when using controller input. It just doesn't respond to the mouse at all unless I use aim down sights.
Your input mode is defaulting to cursored
What pov is this meant to be, top down or more 3rd person?
What game is it closest to
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Shir...
I don't have the camera finalized yet, but I wanted to define a track in-world to track player movement and steer around like a drone camera watching
and the play control would feel like Intravenous (a stealth game with twin stick shooter controls)
Can the character aim up and down or just in a circle?
I want there to be up and down aiming, but it would basically be a check under the point location for a valid target (lights, people, etc.)
And is camera meant to rotate around or mostly keep the same angle?
kinda like Shadow Complex
I want the framing to be flexible. Mostly top down, but potentially shifting to get a better view depending on the situation.
60 degrees seemed like a good baseline
because it gives a better feeling of depth than straight down 90
Is there meant to be a cursor?
If I'm in a normal place and move my mouse up, what should happen
Ideally, I'd like to be reliant entirely on the laser, but I wouldn't mind having a backup cursor that expands and contracts in size to represent accuracy
Laser being like a pistol laser right
yeah
but enemies ideally would be able to react to the laser so the option is there to turn it off
So if there's an enemy above me, how do I aim at him
Point his direction with cursor or stick, aim offset moves the point of aim up
normal point aiming will aim for center mass
aiming down sight will attempt to align for a headshot
the system is intended to make the Mozambique Drill very easy to pull off
What's the difference between aiming ahead and aiming up
basically I want the player to be able to do this
To this day people still study the way Tom Cruise draws and holds his firearm in this scene
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This is a bit of my project, the aim is in horizontal only
You gotta decide how you want your aim done, top down with 3d aim is insanely hard.
yeah, I guess that's why MGS2 decided to have first person aiming for that and later entries decided to do a full third person camera
damn that speed ramp is sick
but I wanted to maintain as much control as possible- like aiming down sights would let you pinpoint where on the body you want to shoot, not just the head. Like going for a leg shot on purpose to put an enemy on the ground and force their allies to drag them to cover
but failing that, just locking on the chest and near the head would be sufficient
I want to make the shooting precise but not too easy
as far as why I want to keep it top down, it's for accessibility
a friend of mine who's helping me on the project has bad motion sickness
third person cameras signifigantly exacerbate the condition
so the camera shouldn't be moving too much
I thought about static cameras like Resident Evil but the problem with that is that it's a stealth game so the player would logically be trying to avoid cameras in the world instead of using them to see
but for my MVP I'd be fine just making this work at a 60 degree camera baseline and not worry too much about pans or altitude/tilt adjustments
...can you tell this is my first actual game LOL
believe it or not this was the least ambitious idea I selected for myself
specifically trying to make something simple
and it still winds up super complex
but there's not a lot of stealth games period, and even less that still do the top down thing in 3D without being basically a direct MGS clone
when I look at games I reference, I want to find ways to improve on them somehow
but yeah, that's why initially I thought I needed to do a Z offset from the mouse ground vector
was so that I could scale that depending on where the player is pointing- if the cursor is on a staircase, add more tilt to bring the point of aim up
I guess if I needed to do a special mode for pointing up or down an incline while on it that'd be one thing, but I wanted the player to be able to engage threats in any direction without having to wrestle with the controls like you do in Metal Gear
but also while maintaining the "classic" perspective
basically thinking about what Metal Gear would have been like had it not conceded to Splinter Cell and became a third person shooter camera style
anyway essay over 💀
I figure high effort is the only way this game has a chance
The problem with high third person is panning the camera around like that is what exacerbates my friend's motion sickness
the camera needs to stay pretty stable
the other trick is getting it to scale across keyboard and gamepad
since I prefer KB/M but my friend likes controller
with a bit more work, it did work
it's cursed
I basically reverted to the ground based cursor tracking, but redid the weapon system to auto-compensate
then run the trace twice
once to fill in some variables with the "ideal trajectory from barrel" data, then apply the offset to the player's shots along with recoil sim
Here's a protip, draw a dot at AimPos and then a line down from there
If you're doing 3d aiming you gotta do some math so you aim something like "chest height above where the cursor is"