I'm not quite so sure about the camera control options I have through the event editor, I just wanted to ask if there is an option to change the culling mask on the camera.
I also wanted to ask whether this could be used to render someone invisible to the character.
Say I'm in a real time battle and i'm vs'ing a hobgoblin that happens to know a 'Vanish' spell, which renders the hobgoblin invisble to the player until the hobgoblin reappears.
you can make a skill for them that does the vanish effects they vanish disable there mesh render and when they reappear do another effect and then re enable there mesh render
for a player same concept sept you can also add in like a gray screen mask using a masking prefab on the camera to make it seem like your invisible
and just tweak it as you see fit
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Next question is what would be the easiest way of putting this grey mask on? I assume you can turn the mesh renderer on and off via the enable component step in the event creator.
Thanks again guys :)
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Is it the 'Object Visible' or the 'Hide Member' node
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Another good camera related question,
How would I go about changing from first person view to over the shoulder, kind of like skyrim except you press a button like TAB to switch between. Do I use two cameras and switch them? Or do I just change the camera mount?
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what i want to do is to have the character see certain people and objects when they are alive, then when they die, i want the camera to check all objects for the "living" layer and no longer render them. after that i want the camera to render all obects with the "dead" layer.
say i have a wolf on the spot when i'm alive, then when I die and I come back, i now see a ghostly goblin in the wolf's spot.
i assume that even though you can't see the creature that is dead, you will still injure it with aoe abilities.
I only want a player to be able to hit something if it is in the same layer as the player.
player = alive, can only attack/interact with other things that are alive.
player = dead, can only attack/interact with other things that are dead.
The other thing would need to be solved by using game variables.
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To get them to work I had to place the motor on the Brown Pants prefab, otherwise the controller threw a can't find error, (no big deal). But to have the camera work properly, I had to place Brown Pants in another layer than transparentFX. I made a new layer, "Player" and put him there.
I don't mind losing the blob shadow, but did I cause any other ORK problems by putting the Brown Pants prefab in a Player layer?
Also, the demo is just a demo - in your own game you need to set the things up how they work for you :)
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