![]() ![]() # raycast should have a setting to ignore ghoasts # obj.isSuspendDynamics seems to sometimes work #: these should only be done if the char is not active #: set the navmesh to be used with a navmesh event #: folow the current char, unless its self #: it seems like this needs to be run every frameĭef message(self, subject, args, filter, to, fromm): #: self is a state to dertermine if the ai should run #: self is a state to determine if the char should acept keybinds If self is active send messages to other folowers Self.child('Eye'): this is used for visablity checks ![]() # make shure your navmeshes overlap a little so the char can transfer betwene them # facing on steering is broken with charature pysics. I set up “aiFollower.py” to where when you begin playing the follower instantly begins following you and when you switch to unDood the main follows as expected automatically but, when I switch back to main unDood no longer automatically follows anymore. I even tested camera changes to see if it returned and it did. ![]() Scene_objects = ().objectsĬamera = ().active_cameraĬamera.timeOffset = camera_controller = 100.0 I would add it to the teleport code but, I just keep breaking it when I try. It’s a more clever camera system than I realized! Okay! I guess I keep underestimating my skillĪll I had to do was make a second script on the teleport end location to set it back to the main camera :). \gryLib\main.py", line 33, in subįile "F:\.\.\.\Blender Projects\cineCam. ModuleNotFoundError: No module named 'gr圜' 'gr圜ine.cineTrigger' is not a packageĮrror: sub(HallRoom CamTrigger), Python script errorįile "F:\.\.\.\Blender Projects\cineCam. Return _bootstrap._gcd_import(name, package, level)įile "", line 962, in _find_and_load_unlocked \gryLib\main.py", line 58, in fromModImportAttrįile "C:\Users\.\OneDrive\Desktop\Release\2.79\python\lib\importlib\_init_.py", line 127, in import_module \gryLib\main.py", line 22, in subĬlss = omModImportAttr(mod, clss)įile "F:\.\.\.\Blender Projects\cineCam. Maybe the easiest way would be to store the follower in the Global Dictionary.ĭoes it have to be done on every trigger for the project to play? If not, I think it’s real close but, there’s a lot of errors and they happened even before getting rid of ‘smove’ on cineCam so, now I’m lost.Įrror report: Error: sub(Cube CamTrigger), Python script errorįile "F:\.\.\.\Blender Projects\cineCam. You could also make target a set and run do with a for loop. Then when the button is pressed you could run self.do(target) self.do(target0). One way to teleport the follower is to send a currentFollower message and have it received and stored in the same way the target is. The do method for teleporting is defined as .Įach step of the way is defined separately so that its easier to customize, but it means that you have to trace each step.If eventAction = ‘do’, then the triggie runs self.do(target). The button then runs self.do(self.target). ![]() The trigger then receives the currentCharacter message in and stores it in self.target. Each time you switch characters you send a currentCharacter message.So you have to store the follower somewhere. The problem with teleporting the follower is that its not the one that triggering the event. The triggie then decides what should actually be done.Send a trigger message to a triggie message receiver.Decide who or what triggered the event.Like walking over a particular area, pushing a button or something dies, etc. The problem is that you have to know who the follower character is. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |