Hi there! I want to make my unit have a different sound when walking in water.
I've managed to get a standard sound whenever it's moving using Model Events. Now i want it to change to another sound when the unit is walking in water.
I've been messing around back and forth with actors such as "Terrain Squib Harness" "Water Walk Small/Medium/Large". But since I'm still a noob (after all this time) in the data editor, I can't figure it out.
Amazing work, had to watch twice because of envy lol. hope to play this soon.
Thank you. :) Might be a test run in a few months, we'll see.
Btw, if someone knows a good model animator, I'm looking for someone who can give Artanis some extra animations. Such as a tumble for the dodge mechanic and another animation for the dash-attack.
Personally I don't think you need a combo meter (it only makes sense if you have a combat system that rewards efficiency like in Devil May Cry), but otherwise I like the terrain and the way the gates are opening (must be a custom-made animation I assume?)
Either way, keep it up!
Thank you! The combo meter will be beneficial in the future, but with shorter time to keep it up.
Well, the visuals look awesome, the fighting system seems fluent and action-packed and those zelda elements are a nice touch. Do you want to go more deeply into the rpg-direction (loot, levels, maybe dungeons etc) or do you plan to emphasize on the action part a bit more?
A really polished start you got there, looking forward to more!
Thanks alot! I'm a little worried the zelda tune might stop the map with copyright infringement. But if that happens I'll just change it.
I'm planning to do a kind of linear storyline with different locations in each "chapter"; dungeons, cities etc. Loot and levels aren't in the making as of now, but I might implement it so to make the game more interesting.
The action is going to be the heart of it all. I really want the player to have a satisfying feeling when hacking up enemies in different ways. So ALOT more work is going into the gameplay.
My inspiration comes mainly from Zelda, Devil May Cry and Darksiders, so you're going to see something along those lines.
Hi there! I'm looking for some feedback on this map i've been working on. I don't have much to show more than what's in the video, but if you have some questions I'm happy to answer.
Hello! I'm trying to use UmojanLabPlatformCellMassive_01.m3 model as a roof (doodad roll angle 90). But everytime I try it makes my units walk on top of it as if it was a bridge.
I've tried removing the footprint in any way i can but it still happens.
0
0
Hi there! I want to make my unit have a different sound when walking in water.
I've managed to get a standard sound whenever it's moving using Model Events. Now i want it to change to another sound when the unit is walking in water.
I've been messing around back and forth with actors such as "Terrain Squib Harness" "Water Walk Small/Medium/Large". But since I'm still a noob (after all this time) in the data editor, I can't figure it out.
0
Thank you. :) Might be a test run in a few months, we'll see.
Btw, if someone knows a good model animator, I'm looking for someone who can give Artanis some extra animations. Such as a tumble for the dodge mechanic and another animation for the dash-attack.
0
Thank you! The combo meter will be beneficial in the future, but with shorter time to keep it up.
The animation is in the game already.
0
Well it's a complete rip-off. I used Reason 5.0 and copied the notes from a piano lesson on youtube. :p Thanks though!
0
Thank you. :) will do.
Never really left, just became a lurker. :p
0
Thanks alot! I'm a little worried the zelda tune might stop the map with copyright infringement. But if that happens I'll just change it.
I'm planning to do a kind of linear storyline with different locations in each "chapter"; dungeons, cities etc. Loot and levels aren't in the making as of now, but I might implement it so to make the game more interesting.
The action is going to be the heart of it all. I really want the player to have a satisfying feeling when hacking up enemies in different ways. So ALOT more work is going into the gameplay.
My inspiration comes mainly from Zelda, Devil May Cry and Darksiders, so you're going to see something along those lines.
0
Hi there! I'm looking for some feedback on this map i've been working on. I don't have much to show more than what's in the video, but if you have some questions I'm happy to answer.
0
Could you post your trigger? Move instantly doesn't stun units as far as i know.
0
I've been to that the UmojanLabPlatformCellMassive_01.m3 model has a rigid body that makes it walkable in game.
Can somebody help me make it act like a normal doodal model without collision?
0
I tried just changing the model from a Omni Light doodad, still walkable.
EDIT: Tried making a doodad from scratch. Same thing
0
Hello! I'm trying to use UmojanLabPlatformCellMassive_01.m3 model as a roof (doodad roll angle 90). But everytime I try it makes my units walk on top of it as if it was a bridge. I've tried removing the footprint in any way i can but it still happens.
0
Anyone else having problems with "Unit - Turn UNIT Cursor state Off"? It does nothing as far as i can see.
0
Hello there. I've been working on what you could call my personal prefered way to browse assets. It's still just a concept and it's subject to change.
Tell me what you think. Constructive criticism is very welcome :D
Link To The Image
0
Does this count? I might be too late even but what the heck. :p
It's the map where i create all systems for my project, without the cinematics and such.