edited November 2014 in ORK Support
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.
  • edited November 2014
    You could probably do that in an event---without any need for camera changes. I think I'll let wtyson explain how. . . : ). Let me just snap my fingers.....and twitch my nose..... : )
    Post edited by Catacomber on
  • edited November 2014
    that can be done through the event system for example on a enemy

    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
    Post edited by wtyson on
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  • Nice that seems a bit easier, when putting on this grey mask does it make only the character grey? I also want to be able to do some changes for when the player does, he comes back as a ghost but can only see/interact/ perform actions on other people who are dead.

    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 :)

  • grey mask is simple use photo shop and make a png file with a grey background with opaque set to like 30 or something if you just want the character to turn grey use fade option instead of masking. you just have to play around till you find what works really
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  • scratch that mesh render didnt realize theres a node to make a object visible/invisible just use that instead
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  • edited November 2014
    where is this node?

    Is it the 'Object Visible' or the 'Hide Member' node
    Post edited by Solist on
  • object visible
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

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  • ThAnk you for that :).

    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?
  • no idea there i just use what ork has for camera controllers i think something like that though might need to be a custom script @GIL might say different though
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  • I'd go with a custom control script - you could do it with the event system by changing the camera position there (e.g. mounting it to a different object), but that wont really change anything in the camera control's behaviour.
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  • is there a way for me to manipulate what the camera does and doesn't render?

    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.
  • having this layer option would also help me for restricting the damage that you can deal to a creature that is alive or dead.

    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.
  • Currently not possible, but I can add steps to change other camera options like that.
    The other thing would need to be solved by using game variables.
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  • I use a slightly modified version of John Stairs' controller scripts from the asset store. There are three, controller, camera and motor, required for camera/character movement.

    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?
  • No, the layer is only for the blob shadow, ORK doesn't do much with layers (only for raycasting).
    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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