Creator : Two Cubes
Version : – – Version: 3.03-2B1 – – Dec 20, 2021 – –
Description :
Update 3.03-2, with a lot of improvements, new systems and fixes:
INTEGRATIONS:
-Universal AI System
-Randomation
-Edy�s Vehicle System
-Malber�s animal controller (dragon, wolf, birds, etc�)
-NWH vehicles and water physics
-New general drive/ride system, any vehicle/animal controller from the asset store or custom made will work with GKC without extra steps or code needed for it and in just a matter of 2 minutes
-Improved the ground detection for situations where there are smalls gaps in between the ground, as the characters can move properly on it now
-Added an option on the locked camera system to clamp the aim reticle to a circle rotation, like most top down/isometric/2.5d games used to do with their aim system based on a reticle direction to aim
-Improved the use of range melee weapons on locked view, like the bow system or the option to fire projectiles from sword
-Added a menu for the abilities system to allow to edit the current abilities configured in the wheel selection, so you can order and organize the abilities which you can select as shortcut easily
-Added a new ability example to use an holographic target, to get the attention of the AI and maybe put it close to an explosive barrel, so they attack the barrel by accident and die from the explosion
-Improved management of the icons on the abilities wheel for how they are scaled and placed according to the active abilities on it through the abilities editor ingame
-Added abilities examples to summon animals/monsters or anything not humanoid minions instead of human characters:
-Player can control AI on shape shifting mode, with generic models, like animals, through the override/possession system
-Player can use an AI pet companion to summon and call to ride, similar to breath of the wild
-Added full support of generic models, from animals, to monsters, robots, etc…allowing to configure both as characters to use on AI and player and to turn them ingame or at the start of it and turn back to humanoid shape or remain in that form for any amount of time. They can be also configured as �vehicle� to ride, driven by animations instead of just physics
-Generic models can also use the action system as well, allowing to set the a new category ID value, so according to the current model used for the character (AI or player), the same action can activate an animation for the new model, like howl for the wolf, or attacks for it, instead of the human animations
-Generic models can activate the close combat as well, along with the reaction system, allowing to customize each attack for each character model and getting damage as well:
-Generic models can also attack when the player are riding them, including damage reactions, to use the action system, and anything in between
-Ragdolls are also usable on the generic models, through a new generic ragdoll builder wizard like in player and AI, so they will be able to use ragdoll and enter-exit that state:
-Riding system allows to scale the size of the passengers, so the player can ride bugs, or birds, or small animals or objects, affecting its scale size on that state
-Generic models system is also compatible with the slice system, allowing to cut them into pieces like the regular humanoids, having the same wizard creator for it
-Animals to ride can use the regular wander around state, allowing to ride them and in that case, they can follow the rider once he gets off (with options to ignore them after x time, here are just 10 seconds with the player) and repeat the cycle. The option can be disabled to resume the wander state when you get off, or follow the last rider forever
-Also, can carry inventory bank/bag on them, so they carry any amount of stuff, along your regular inventory
-Added shape shifting ability to change of model and controller ingame at any moment for the AI or player, through input, events, triggers, etc…
-Improved sphere controller, allowing also to stick and climb on walls taking inspiration of the metroid spider ball mode
-Added trigger example which allows to activate/deactivate in runtime the shapeshifting ability of any character
-Added option on the shape shifting to be ignored by the AI on animal mode
-Player and AI can use abilities/spells/magic or powers to force the shape shifting on any character during x amount of time or forever, like a frog, disabling also its attack mode and make them harmless
-Added a general drive/ride system, which allows utomatic integration with any vehicle/animal controller from the asset store or any external or custom controller,
-Added ride integration with malbers animal controller system from Malbers Animations , which will work on any of its animals packages, it will work with horse anim pro too, so all of his animals which have a character controller configured on them will be able to use it, with all the elements from malbers animals configured on them, attacks, throw fire, etc�
-Added the main AI navmesh system to the generic ride/vehicle system, so the animals can move around given a navmesh target to reach. This will be used also for the wander around state on the animals to ride, so they can move around until you ride them. After that, they can return to wander state after x time or follow the last rider, in this case, the player
-Added an option on the noise system for the hearing detection of the AI to force a sound to be heard even if the AI option to hear is disabled
-Added example of the AI turning other AI into zombie state by attacking them, by using remote events options on the damage applied. Also, zombie AI can spawn from the ground:
-Improved AI detection and target management, so when the AI has detected it and stills inside its range, the AI can chase it around corners or behind any other obstacle which blocks the view of the AI or attack from longer distances
-Improved input allowing to trigger a certain action using a combination of keys input, for example, to activate an ability
-Added pop up window info which only opens one time and just the first time that you execute one of the demo scenes of GKC, and only a single time
-Added option to make a character to play an animation through the action system at the start of the game
-Added a new option allows to set a direct transition to any animation on the action system, so the animation is played in the next frame, without smooth transition (crossfade), for elements like cutscenes, dialogues, etc….
-Configured examples to make a simple vendor through dialogue and allow to trigger events by giving inventory objects through the dialogue too like getting a reward of money by giving a wizard a special key from your inventor
-Improved gravity system on 2.5d, along with the test of the ability example to reverse the gravity direction of the player like in VVVVVV
-Added a component to show any stat on screen for any value, updating the content text at any moment, like money, energy, mana, stamina,…
-Added an example of wall jump/slide movemment action, inspired in mario games and other similar platforms
-Added slide system new movement to add more dynamic actions on the player, to move on slopes with a certain inclination, allowing to move left and right, speed up or slow down the movement and jump. It includes events to activate dust particles, speed settings to move faster or slower on certain surfaces and more, along using wall running, paraglider and other stuff. It allows to use weapons while sliding and activate it manually when the player runs and uses the crouch
-Added new swim system, which allows to both swim and dive and use all the weapons, powers, abilities and anything else on it, including to move faster, use water currents, oxygen, enter-exit on water from ground or climb out of it, detect vehicles to trigger options on it and more. It includes camera effects underwater, sounds, particles and jump on water or climb to a surface it the player detects one close enough while on the water. It can also us oxygen, use underwater currents, react to vehicles, similar to some GTA games, like disabling or even exploding them, along with physics forces underwater. Swim zones can send remote events, like deactivating fire on characters when getting in
-Added body mount point system, which improves how the characters carry objects on its skeleton, like hands for fire and melee weapons. So the adjustment of melee and fire weapons will be much faster and easier now on new characters for player and AI
-Added new toolbar system, very customizable with many actions as shortcuts in order to make the asset easier and faster to use, like select main player, focus on a certain component, move the player around, toggle camera view, etc�
-A lot more of improvements, fixes, additions, polish and new options and improvements on the general workflow
Update 3.03-2A is a small patch update which fixes and tweaks some minor elements.
Update 3.03-2B is a small patch to fix an issue on the way list are shown in custom editors on the recent versions of unity.
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