#Two Hit system help
1 messages · Page 1 of 1 (latest)
Use "Collision Detection Volume" it's a long pill-shaped component that's especially good at detecting fast things like a swung weapon that other stuff like trigger volumes or overlap spheres may miss.
As for this downed state, configure the collision detection volume and turn on "Run For Authority Only". The collision detection volume has an output that triggers when the user hits a player, if you're willing to use Player Properties, make one that's a synced bool and run that hit player signal into a "Set Player Property" chip with your custom property.
Mitm
Dbd
ooo tuff
Fr
Working on my own one, I also figured out a dodgy workaround for a chucky-type character
Without needing the precious scale chips
which is?
Basically imitating a Vr headset by strapping one of those texture quads to the killer's face
evil ass cryptid monkey
Fr
So far in the game I got the game que, random map selection, generators, killer damaging generator, limited stamina, exit doors, hooks, pallets working; The only thing i need help with is this specifically and no functional item or perks yet either
this is for actual gameplay, i know the curcuits are a mess
w circuts
thank you this is the first room I've actually done circuiting in. I am mostly a builder and dont do circuits often
The game is called ^TheresNoWayBack
Doing a lot better than I am 🤣
How did you do the pallets and flashlight btw? I'd love to see how different they are lol
I used interaction volumes, animations and a invisible barrier for mine with a pallet model
Same 🤣
tho i didnt do the slide that you made that was really cool
hmm
The direction thing was a bit annoying, I originally had two trigger volumes either side but for some reason they weren't reliable so I changed it. Now there's a vector component and if the player is facing the same direction then they go one way, else they go the other way
I can send some screenshots next time I'm on
most likely going to upscale the pallet
Heres the hook, i adjusted it to show off everything but that red bar is regualry going to drain and once it hits zero the player would be teleported like show in the video
Looks cool
I will say my flashlight is still a bit dodgy
But that's mainly on the animation side, it does basically work
i got everything the survivor needs for the alpha launch of the game but not for the killer
Oh nice
perks and items will most likely come out in a later date but for the base build of the game i'm 80% there
So what are you missing?
what this post was originally about, that state system
Oh right
I would usually ask my two circuiting friends but there mia currently
and dont have time rn so i did all of this myself
I could probably whip something up
and the carry system where they pick up survivors and place them on hooks
It should be pretty simple, it could probably be done with roles
Yes, I did have some ideas for that
i was thinking a seat and trigger handle with an interaction volume
but i think it'll be the easiest way to do it
oh heres my rr @
@CallMeMrGoodMan
I'll add you when I'm next on man, you can see my ones in person
They need testing with multiplayer anyway lol
lowkey yeah
I've already done testing with the hook and gens and they work perfectly for the most part,
but i fixed all the bugs and they should be good for launch
My stuff always seems to be cursed, it works beautifully in single player but turns horrendous as soon as another player joins
Yeah
Killer, survivor, stunned are all roles
Cause I then use role locks for interaction volumes and stuff
Yh I'll be doing roles for those too
winded and tired are for the stamina system
Yh
they have sprinting turned off and are slowed down slightly
I will say I'm pretty proud of my stunning system, I used an event system with some toggles:
Execute
Player
Duration
Blind? (Bool)
And it basically just adds a role that slows the killer then does an if check with the bool toggle, if it's set to true then it will activate a fog (yellow, close distance, basic blind thing)
I used an int for mine
For the duration?
oh no sorry i was talking about the stamina system
Oh right lol
i would use a raycast to set a distance for the light
Yes I did
and would use something to dectect if the player with the role was facing the spot light and if they turn away it would reset the duration
like how it is in dead by daylight
I'll have to show you the code for the flashlight itself at some point
I think that's basically what I did
then you'd have to connect it to the drop survivor thing if your doing that
Used a gun handle with constant fire turned on so I can use that ammo system
Yeah
oh you could add a gun for another way to stun the killer
Possibly yeah
I did also remove the recoil
and add a chance it would explode on you and deal -one condition
Ooh
you could do
int -> equal -> if -> True -> then -> if player has role -> survivor -> subtract 50 -> add role -> injured
->false -> else -> if player has role -> killer ->remove role -> add role -> stunned -> delay 2seconds -> add role -> killer
i think i can
In fact
but make the role not do anything with the curcuits
and only for the health system
Would you need a health system then?
Just do Hit-if healthy made them damaged-if damaged, down them
well for a visual for the survivor to have information, and the Condition would change colors for the survivor and delock a interaction volume only enabled for the tired and killer role.
Also you could use role locked invisible collisions to force the survivors to crawl
then you got to worry about them glitching throught the floor
or put them into a seat where they cant move
and the seat will move to the nearest player with the survivor role
using a vector
Maybe
what's your @
Jaguar2k9
does this work if ur like turned around and grab behind you like on vr
does it bug out
not that I've seen
does it js not let you or what
Lol
Got the health system working