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Monday, 25 March 2019

Project Ignite V2.0 Development 25 - March

Over the past few weeks I have been busy adding more functionality to Project Ignite 2.0. From today I have a fully working Scar-h gun along with the correct range, rounds per second and sound effects. It almost feels real.

Weight

Objects will now feel differently depending the weight of them. it there heavy they will feel rigid and if they feel light they will appear to bounce more when hit or picked up.

Attachments

There are now 3 ways to attach attachments: front for things like silencers, muzzles, etc..., top for sights such as a red dot, iron-sights (build-in-works) etc... and sides for flashlights and lasers to improve accuracy (these will be used later to improve the actual accuracy for the guns).

Top Attachments

When you attach a top attachment to specific guns like the Scar-h the sights will fold away so it is easier to see through the scope and go back up when you detach it for iron-sights.

Lasers

I have implemented the actual laser as a beam particle-system which has the speed and spawn rate set to 0 so that it won't move and despawn. I have also put a custom material on which uses location-panner based noise to give the laser a real laser effect.




















Flashlights

The flashlight was very simple, I basically added a spotlight to the object and change the material and spotlight depending if its on or off - this gives it the shine when its off and brightness when its on.

Dual-handed weapons

the project can now determine if you try to grab an object with both hands and if it implements the "dualhands" interface and it you are already holding it, it will allow you to grab it with your second hand. There is also support to assign actions with the second hand like something when your hovering the second hand over the gun it can perform an action of some kind.

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