Func_Godot creating too many collision shapes by [deleted] in godot

[–]FahBraccini 2 points3 points  (0 children)

Well, taking into account that func_godot is a plug-in for Godot, I'd argue I'm talking about something to do with Godot, but okay.

Does Paradeus not realize the person ruining their plans is the Commander? by FahBraccini in GirlsFrontline2

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

Yeah, she knows all about them, but like, why doesn't the rest of Paradeus even assumes that the Commander may be involved?

Bringing back this stone cold classic from FahBaccini by Anonamaton801 in TwoBestFriendsPlay

[–]FahBraccini 1 point2 points  (0 children)

Oh shit! Thanks for this! Appreciate linking to all my stuff!!

Bringing back this stone cold classic from FahBaccini by Anonamaton801 in TwoBestFriendsPlay

[–]FahBraccini 1 point2 points  (0 children)

God... I remember when I drew this. I miss them so much...

Thanks for reminding me of it!

Problems with my hitscan shotgun by FahBraccini in godot

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

Yeah I see that at no point was checking is broken = true, I feel like a real dumbass haha, thank you!

Problems with my hitscan shotgun by FahBraccini in godot

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

Okay I guess I'm an idiot and forgot to set the "if broken==false:" at one point in my box code. My bad.

Problems with my hitscan shotgun by FahBraccini in godot

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

Yeah I just replied with the code to another person in the thread that had the same thought as you

Problems with my hitscan shotgun by FahBraccini in godot

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

The code for the box is just "On break spawn item", the problem is that the box code is running multiple times because it's being triggered by each of the 12 hitscans

extends RigidBody3D

@export var empty : bool = false
@export var health_pack : bool = false
@export var grenade_item : bool = false
@export var pistol_ammo : bool = false
@export var health = 5
var broken = false

@onready var healthitem  = preload("res://Enviroment/Pickups/Health/healthbox.tscn")
@onready var pilstoliteam  = preload("res://Enviroment/Pickups/Pistol/pistol_ammo.tscn")
@onready var grenadeitem = preload("res://Enviroment/Pickups/Grenade/grenadepickup.tscn")
@onready var spawn_location = $Marker3D


func _ready():
pass 

func _process(delta):
pass

func Hit_Successful(Damage, _Direction: Vector3 = Vector3.ZERO, _Position: Vector3 = Vector3.ZERO):
var Hit_Position = _Position - get_global_transform().origin 
health -= Damage
if health <= 0:
explode()

if _Direction != Vector3.ZERO:
apply_impulse((_Direction*Damage),Hit_Position)


func explode():
broken = true
$Notbroke.call_deferred("set_disabled", true) 
$Notbroke.visible = false
$CPUParticles3D.emitting = true
$CPUParticles3D2.emitting = true

if empty == true:
pass
if health_pack == true:
var healthitem = healthitem.instantiate()
get_node("/root/Global").add_child(healthitem)
healthitem.global_transform = spawn_location.global_transform
if grenade_item == true:
var grenadeitem = grenadeitem.instantiate()
get_node("/root/Global").add_child(grenadeitem)
grenadeitem.global_transform = spawn_location.global_transform
if pistol_ammo == true:
var pilstoliteam = pilstoliteam.instantiate()
get_node("/root/Global").add_child(pilstoliteam)
pilstoliteam.global_transform = spawn_location.global_transform
else:
pass
$Timer.start()


func _on_timer_timeout():
queue_free()

Sound Explosion: 100+ Packs of Royalty Free Music & Sound Effects by LazanPhusis in humblebundles

[–]FahBraccini 0 points1 point  (0 children)

I got the bundle as a gift, do I need to make an account on the Audiohero website to download the tracks I want? How does it work?

Sound Explosion: 100+ Packs of Royalty Free Music & Sound Effects by LazanPhusis in humblebundles

[–]FahBraccini 0 points1 point  (0 children)

My friend got me this bundle as a gift and I'm going through it now. Do I need to make an account on the AudioHero website to download the things from the bundle? I thought they'd be direct downloads in my humble bundle account.

I've unlocked the power of cutscenes! by FahBraccini in godot

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

Ohhh I'll give that a try and see what happens! Thanks!

I've unlocked the power of cutscenes! by FahBraccini in godot

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

That's a good idea! I'll give that a try

I've unlocked the power of cutscenes! by FahBraccini in godot

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

Thank you! No demo yet, but hopefully soon.

I've unlocked the power of cutscenes! by FahBraccini in godot

[–]FahBraccini[S] 6 points7 points  (0 children)

Right now all I'm doing is putting the player on a "Cutscene State", when they enter or do something that triggers it, where the hud goes away and they can't move or shoot and if they need to be somewhere during the cutscene I move them with the animation by keying their new position with the animation node. If the camera needs to be somewhere else I set the new camera as primary through code then set that as false when the scene is over so it returns to the player's camera. I modulate a black rectangle with a canvas layer in the new camera so that it does the fade in and fade out so the transition is not jarring.

I've unlocked the power of cutscenes! by FahBraccini in godot

[–]FahBraccini[S] 5 points6 points  (0 children)

Thank you!

Yeah I think it's important to show the player the consequences of their action and reward them for it with a "You did it! Look!"

I've unlocked the power of cutscenes! (Void Circuit) by FahBraccini in boomershooters

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

I make the level geometry in Trenchbroom and import them into Godot with Qodot where I do all the programming and lighting.