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Twin-Stick-Movement

Does someone (or the creator of this awesome asset itself ) has suggestions where to start, trying to establish an "Twin-Stick-Shooter" like movement in to the "Direct movement method"?

What I want is to directly control the player relatively to the camera. Exactly what the "Direct movement method" can provide.
But moreover I want the player to turn to the cursor position, somehow like what the "Straight to cursor movement method" provides. Also it would be neccessary to turn the upper body of the player while he is moving.

I know this is not in the least something one could expect from AdventureCreator, but the advantage of using the movement actions in cutscenes is just to big to justify the use of a custom animation engine (I first thought of somehow copy the script of the Unity4 AngryBots demo). 

My question is, do you think something like that would be possible to implement in to the AdventureCreator movement manager? I am an light intermediate in C# but not a coding pro. I also dont want to loose too much time with something too big for me in the end.

Really hope someone can advise me.

Comments

  • Certainly you should be able to add this functionality and still use AC's Actions in cutscenes.

    IIRC, the Angry Bots player was split into two, so that the torso rotated separately.  You might want to consider rotating the player's torso only towards the mouse - if you don't affect the base object's rotation, it should mean you wouldn't have to add your own animation / motion engine.  You'd just have to reset the rotation when a cutscene begins, so that the player's facing the right way.

    On a related note, the upcoming v1.47 release will include a scripting reference, that you can use to more easily know the various public functions and variables available to you.
  • Okay, I actually got half of this working with just a little bit of code and the incredibly powerful actions you provide.

    I lowered my demands , used the "tank control" and let my player always face an object at mouse 3D position. Even the head turning works brilliant. I thought maybe the head turning mechanics could actually be used to animate the upper body. Do you think this is considerable or would you advise to write something frome the scratch?

    I did not saw too much examples for this and after all the positive surprises with AdventureCreator I thought this feature could be somehow doable aswell.

    Thanks for your help, I am totally aware that this is nothing immediately regarding AC itself.
  • It depends on your chosen animation engine, and whether or not you're using IK-head turning if you're using Mecanim.  If you are, then AC will turn the "neck" bone you provide in the Inspector automatically.  Assigning the torso bone instead may work, but you'd have to experiment.

    Otherwise (but still in Mecanim), you have to provide names of the head pitch/spin parameters that you use to play the up/down/left/right head turn animations.  It's more fiddly to set up, but you'd have greater control over what those animations are.  Same goes with Legacy - you just provide the AnimationClips that you want to play.

    Section 3.10 of the manual covers this better.
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