#omnitrix CV2

1 messages · Page 1 of 1 (latest)

reef oar
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basically im working on a ben 10 fighting game where you can use an omnitrix to get alien powers but im still trying to figure things out.

1 is how the powers are selected. Right now I have the omnitrix model I made and a interaction volume set up so that when the player hovers a hand over it it glows green and plays sfx, but it doesnt do anything when you click it yet. I was thinking about appearing and disappearing text, but the text doesnt have an opacity option, so i was thinking about using an animation to make it come up from the ground extremely quickly but i think it would look weird. I'm open to any ideas for the power selection

2 is how the powers will be assigned to the player once it is selected through the watch. Lets say the player selects heatblast and uses a move, how would i assign each move to each players respective skill set. Im only a moderate level circuiter, so I cant really figure this out.

3 is how can I get the omnitrix to stay on a players wrist. Right now I have it set to sticky, so you put the omnitrix on your wrist and use it, but if you accidentally grab it then you'll have to put it back on your wrist, which I think is kinda inconvienient. I had an Idea to get the players right hand position, offset the vector so its at the wrist, and find a way to make the omnitrix constantly teleport to it to make it stay on your wrist without risk of ruining it, but I dont really know how to do this either.

Anyways thats it, thank you. i also just realized that i wrote a ton of text

topaz laurel
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For the appearing text, get a ‘text set text’ chip and wire it all up, and for the input string just type in nothing. It should look like “” and when the command goes through it will vanish.

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For the assigned powers. Learn cloud variables. This will set someone’s assigned class in any variable you like and when a player hits a trigger volume or button, it will get their variable and you can have it do what from there with an equals chip. Cloud variables are confusing as fuck ‘idk how to use them and never have’ but you’ll get there

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For the hand,just use a full player body costume. If you use the respawn 30hz method, it will only make every players game 2fps.

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Any questions don’t be afraid to reply to this

reef oar
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idk how i didnt think of it

reef oar
topaz laurel
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What do you mean?

reef oar
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so when I edit the costume to put the watch on, can I use clamps to attach the interaction volumes to the costumes watch, or how would that work

topaz laurel
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Dokt do that, instead use a ‘set rec room object in player dominant / offhand hand’ chip. Then spawn in as many trigger handles and those chips as you need

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Then have a 30hz event receiver comstantly checking an if statement

Have a ‘is playing holding’ (something along the lines of that) and have one wired for every gun handle. Then an ‘and’ chip wired to every Boolean output for every get player holding chip. If it’s false, then place every trigger handle in every players hand once more. To ensure no one can drop it

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I’ve done this for. A room I’m making recently. Works like wonders

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You need an if statement otherwise cpu heat maxes

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Do you understand what I mean?

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I can make a flowchart for you tommorow so you can see it visually if you like

reef oar
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and thank you for helping me so much

topaz laurel
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@reef oar making your flowchart now

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Is it just one hand that was supposed to have the interaction volume? Or both?

topaz laurel
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For more trigger handles for more players, clone the trigger handle, ‘rec room object get last holding or equipping player’ and ‘equip object to player dominant / offhand hand’

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Then configure the ‘and’ chip and press add input

Then wire whatever is appropriate and don’t forget to wire the execs together. Configure both Boolean’s on the equip object chip to false

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Then ofc wire the trigger handle to whatever you wanted the intervention volume to be

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Any questions just lmk

topaz laurel
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Then do the dominant hand chip instead of the off hand one

reef oar
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the audio is delayed a bit

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i had interaction volumes on the arrows but i had trouble locking them when the menu was off so i took them away for now

topaz laurel
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I think what you can do is ofc have a costume for the thing on your wrist, have thag costume mimic a glove, then have the trigger handle flowchart i showed you with a clamp attached to it with the needed interaction volumes

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Because for game design purposes, if you have it so you need to put on the sticky object to your hand, no beginner vr player or screen mode will be able to play, they won’t understand

reef oar
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plus when i invited someone to test it they kept snatching the watch off of my wrist

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so from there i knew i couldnt continue with the sticky idea

topaz laurel
# topaz laurel

So yeah I do think this with the costume and clamp will be good, trigger handles also allow it to be used be screen players too. Add subtitles for extra accessibility for them

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In rooms you’ve gotta tailor your work for them the most, they give you results if ygm

reef oar
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yeah