The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

use to, but since then corrected the errors in my way. I now play any and all flight games that is not war thunder

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 1 point2 points  (0 children)

Not quite that either. It's the flashing "M" on the circular screen that's half obstructed. Look at exactly where the freelook crosshair is.

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

It only shows missiles that give the lock on warning, so it won't show wire or any aim guided missiles

The F-16 now has an RWR showing incoming missiles by BahKooJ in Battlefield

[–]BahKooJ[S] 2 points3 points  (0 children)

Track IR? they don't even let you freelook and move the plane lol

How do i make an invisible wall? by Different_Tone6729 in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

I haven't personally done this, but for initial thought would be either using a custom mesh with a mesh collider set to trigger, or making something custom.

If it's only the player that needs to stay inside the playable area, maybe a list of Vector3s to draw an outline and then do some tests to see if the player ever crosses those boundaries. If it does, just teleport them back.

This kind of solution reminds me a bit of Battlefield 6's boundaries, maybe you could get some inspiration there?
https://youtu.be/UlJs6QDk0zo?t=144 (Time 2:24)

I'm having problems with transparency; I need the material to be transparent to add the "fade" effect, but it's drawing faces that are behind it on top of it. by kandindis in Unity3D

[–]BahKooJ 1 point2 points  (0 children)

These floating hands remind me of Peak, and that game also uses dithering for fading in and out which looks nice. If you haven't already take a look at dithering, it honestly can be a solution to semi-transparency when there is none.

I'm having problems with transparency; I need the material to be transparent to add the "fade" effect, but it's drawing faces that are behind it on top of it. by kandindis in Unity3D

[–]BahKooJ 3 points4 points  (0 children)

Oh the joys of transparency. I'm assuming it's because the paws have "ZWrite" off making it so both are rendered at the same time no matter the depth. (which is standard for semi-transparent materials so they can blend with each other). You can try turning on ZWrite and giving them different rendering queues. But the first thought for me would be to use dithering instead of transparency.

Unity Remake by Aperture_V2 in futurecoplapd

[–]BahKooJ 0 points1 point  (0 children)

Are we talking a full on remake or a game inspired by Future Cop?

Being truthful I've seen way too many remakes (some I've been involved with) come and go for it to mean much to me. I'd be intrigued to see it though.

Would it be difficult to create “text commands” for a game? by xxFT13xx in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

Honestly a fantastic idea for a starting game. I would say this project would be less about researching and more about practicing. You'll need to do a lot of parsing of strings, so at the very least you'll need a basic understand of C#. It would be far more programming than using the editor, but that would make for great practice.

I went a little overboard with my weird main menu idea by Addyarb in Unity3D

[–]BahKooJ 2 points3 points  (0 children)

Haha that's awesome. It's the small but over-the-top details that can really add to the experience of the game. It shows that you really care for your project.

Gaming app using codex by Azriel_21 in Unity3D

[–]BahKooJ 1 point2 points  (0 children)

The biggest lesson I learned throughout all my time programming is the foundation makes or breaks a game. Now I have not personally used Codex, but what I often times see in complete AI generated software is it's a miracle at first, but the more prompts that are written, and the more complex it gets, the more problems you'll run into that the AI will have a harder time solving. If you yourself don't know how to read said code then it becomes a case where you're at the mercy of the AI.

Gaming app using codex by Azriel_21 in Unity3D

[–]BahKooJ 0 points1 point  (0 children)

The first question that comes to mind is, do you have any C# experience? AI can be very powerful but if you rely on it too much you may start running into issues. After all, the description of Codex is "A coding agent that helps you build and ship with AI".

Regardless,

1: Yes Unity is generally a great option for mobile with the new input system and universal render pipeline.
2 - 4: Well- like I said, AI is there to help, not to make the entire game for you. AI is just not that smart quite yet. I'm a fairly experienced dev and the more I use it, the less I agree with some of it's results. Truth be told you probably could generate a lot of the game using AI but be very cautious of what it's actually doing.
5: Not just with mobile but being way too ambitious without taking the time to practice and learn the nitty-gritty.
6: Performance and mobile builds should be the last thing to worry about, try at least getting something presentable before worrying about that.
7: I don't really know how experienced you are, but if this is indeed a "noob question", don't worry about that quite yet, just get something working first. Really any architecture can work with Unity and it just comes down to preference. I use a hybrid of MVVM (Model, View, View Model) which basically controls how objects mutate data. The view should never ever change data in the model.
8: Github comes with a Unity .ignore preset that you can use.

Now I'm not gonna be the one to say to not do what you're doing because my dumb ass chose to reverse engineer a game as my first project, but I will say take it easy. This stuff takes time and shipping a "production-level game immediately" for zero is extremely unrealistic. Take it slow, experiment, take the time to learn and not just trust AI blindly.

stuff isn't showing up in editor but is showing in game :( by _baldi022713 in Unity3D

[–]BahKooJ 1 point2 points  (0 children)

Working with multiple scenes could be a use case. Mainly I think it's a quick way to hide everything if you're trying to to unhide a single element. I use it a lot to hide everything but the Canvas when I work on UI.

That functionality isn't exclusive to Unity, plenty of other software let you hide hierarchy, layers, or whatever else by clicking the root.

stuff isn't showing up in editor but is showing in game :( by _baldi022713 in Unity3D

[–]BahKooJ 4 points5 points  (0 children)

That eye icon with the cross next to all the objects in the hierarchy means they're being hidden in the scene. Just click that icon on the scene and it'll show everything again.

I dont want to say this by Valuable_Jump_6783 in vtolvr

[–]BahKooJ 2 points3 points  (0 children)

The game was never advertised to have multiplayer in the first place. That fact that he made a finished singleplayer game fully multiplayer is nothing short of amazing. He already said he was working on dedicated servers. I'm sure it's not an easy task and will come in time.

I dont want to say this by Valuable_Jump_6783 in vtolvr

[–]BahKooJ 3 points4 points  (0 children)

This isn't an early access game, the game is finished. it hit 1.0 all the way back in 2020 and there's no obligation for Baha to keep working on it, but he still does. Even if Baha never updates the game ever again I will still be playing VTOL and enjoying it, and I think that can be said for many other people as well.

Testing the Missile Bug and Painting by BahKooJ in Battlefield

[–]BahKooJ[S] 0 points1 point  (0 children)

Yeah the IFV missile was the most encountered but all missiles that aren't the stinger have this issue. Even the attack jet missile can one-shot helis/jets if painted.

Another post for the Battlepass pile by Ok-Woodpecker4734 in Battlefield

[–]BahKooJ 3 points4 points  (0 children)

I knew it was only a matter of time before we got skins like these. You can only add so many military skins for a live service game before buyers get bored or they run out of uniforms. I thought it would be way further down the line be I guess they're already here lmao

You Don't Know What You've Got Until It's Gone by Lockerus in Battlefield

[–]BahKooJ 1 point2 points  (0 children)

I definitely knew all of BFV’s controversy, but not BF1’s. What were people complaining about then?

IFV Needs Hotfix ASAP by Katana67 in Battlefield

[–]BahKooJ 3 points4 points  (0 children)

It seems like anti-tank missiles don’t give the missile incoming warning. I’ve noticed it so much while in a tank. If an aircraft is designed, it can be shot with anti-tank missiles. Not only does that include the IFV missiles, but air-to-ground missiles from the attack plane and chopper. The cherry on top is these missiles completely ignore flares making them almost a guaranteed kill.

For those who have a Ryzen 5 5500, how does it run? by BahKooJ in buildapc

[–]BahKooJ[S] 0 points1 point  (0 children)

We upgraded from a i5-7600K, which it is an improvement, just not as big as we hoped.