for everyone having problems with the mesh types or nils: @export var WEAPON_TYPE : Weapons: set(value): WEAPON_TYPE = value if Engine.is_editor_hint(): load_weapon() this is in the end in the video: 7:00
sick video ty! I've only been learning Godot a couple months I'm definitely going to come back to this video once I've learned a bit more of the basics :)
Just wanted to thank you for your time and efforts. Saw this latest upload and I'm about to go through the entire series so I might have a more than functioning 1st person mode to box out some horror levels. I am new to coding in general and gamedev but im a gamer at heart. Also thank you to the patreons that support. Things that come to mind for an FPS or a game that uses an First Person system would be: Prone position/crawling. Picking up objects, throwing objects. (Pressure plates, puzzles, flares, torches, grenades, rocks, etc) Leaning left and right. (In an action or horror setting, i.e. lean animation length to draw out the creepiness or a snappy one for FPS) Climbing ladders. Hanging onto ledges/climbing up from ledges. Vaulting over waist high walls. Forward long jump / "lunge" if you will. (To traverse horizontally for more adventure type games) Flashlight "tool" that functions within per your weapon system. Either a handheld one or a chest flashlight that isn't visible but can be toggled. (Pipboy radial light or forward cone low powered light) Just things like that! I am sure you already have vids recorded and everything all planned and drawn out but it would be worth tackling some of these video tutorials that are admittedly for your First Person Shooter type game, but with other genres or methods or modes in mind! I hope my perspective with desiring a broader scope of some actions for different types of games makes sense given the lack of solid follow along tutorials. Again. Thank you for all of this, entirely inspiring sir. Take care of you and yours and have a wonderful day.
Someone mentioned swimming in fps games in an earlier upload as well. You had asked what part. I assume it would be having to do with suspending the player within the water. But a full a-z would be a boon to the community in general. Water surface.. shader? Material?, the area/function that suspends the player while within water controls while swimming, drowning/air, jumping out of water or only allowing climbing up ladders to exit water.
Ahh! What about a "free look" feature like that in Arma or thr like. I.e. hold Alt and you can rotate your head / camera freely as if you were twisting your head to look behind you until a certain point. (So your hear isnt acting that that of an owl haha)
Will you be making a viewmodel hands tutorial with this project? A common issue I have seen on the internet and have run into myself is making any sort of more advanced FPS animations in Blender and exporting them to Unity. There are none or close to none tutorials about such workflows, and almost all FPS tutorials just use a floating weapon.
Man I love the videos but the cuts are pretty harsh. Ill be following step by step and then we skip ahead to something already being loaded in, I'm happy to see the future episodes are basically hand holding
I am curious to see how other programmers handle vent crawling and ladders, a lot of tutorials on that are woefully out of date and mostly incomplete so I had to figure that out myself.
Definitely need more "base" type tutorials for sure. Hopefully he tackles some of these as the series goes on! Vents. Ladders. Ledges. Vaulting. Etcetc.
I'm not sure what happened with this video but it is WAY less clear than every other video on what you're doing. More than half the cuts skip every step. Despite following every step and redoing the whole process I am stuck with "Invalid assignment of property or key 'mesh' with value of type 'ArrayMesh' on a base object of type 'Nil.' This only happens after adding the @tool and script to the variable. The script also does not properly move the weapon and instead just stays in its default position
If its not letting you select what you want in the editor, make sure you have a type set in your script. @export var mesh:MeshInstance3D instead of @export var mesh
Yes I'm having same problem. Please help my game crashes front the script everything works except that last function where it sets the gun rotation position and mesh I 💬 no it is because I don't have the mesh put in the resource but as you stated I can't figure that out either.
you can export ur mesh as .obj which when u import its automatically converted into a mesh, not a unique scene like .glb and other extensions ive tried
Coded word for word doesn't work "Invalid assignment of property or key 'mesh' with value of type 'ArrayMesh' on a base object of type 'null instance'." every time I try to start my scene I feel like your missing key details not mentioned in this tutorial
I came to notice that despite the barren maps, you are experiencing quite some frame drops in between... Make sure your frames beyond 60 aren't cached anywhere actively, this can cause severe lag in the long run and be a headache later on... (Sometimes this has to be defined with code)
I'm following this tutorial, but you inserted the crowbar mesh into the variable offscreen. How did you do that? If I export as obj it loses its texture, and if I export as glb or blend it becomes a "packed scene" which the mesh variable doesn't accept. How did you get a textured mesh from blender into godot?
Okay I figured it out. For anyone else experiencing this problem, double click the glb to open it in a new window. Click "actions" in the upper left and the third option will be "Set Mesh save paths". Whatever folder you select, it will add a meshinstance3D that you can populate your mesh variables with. If the scale of the mesh is warped, it's an issue in blender, not godot. While hovering over your sculpt window, hit ctrl+a and then select either "scale" or "all transformations" to set its default scale to its current scale. Then when you import the dimensions should be correct :)
I'm currently having an issue with the weapon script where an error says"Invalid set index 'mesh' (on base: 'Nil') with value of type 'ArrayMesh'." does anyone know what this means?
Is this better than creating a scene with a script and the export variables in it and then just duplicating the scene and changing the export variables?
Awesome tutorial, I finished the whole thing and everything works, I can't wait to see what's next! Check out my demo to see the modular weapon system in action : ruclips.net/video/2Q-wHVEUois/видео.html Thank you and I'm looking forward to the next one!!
Im am a beginner at this godot and game making atuff but i have been following your tutorials and tweeking some things to my liking. Im trying to make a mobile cod zombies game i have a map and zombie and character all working woth mobile controls which wanst easy for annoob like me. I am javing one small prob woth this modular weapon system though i have a postal with a mag and bullets and a whole bunch if bones i changed thebroot bode to mesh instance 3d but it isnt letting me mesh it and i dont know howbyou got the mesh put in your resource. I think this is my main prob because my game keeps crashing the error isbin the script it is because the script isnt finding a mesh and shadow mesh dueing the load weapon function plz help you skipped this part in the vid. 😢
🔥 GET THE SOURCE FILES ►► www.patreon.com/StayAtHomeDev_
👉🏼 FREE BASIC FPS SETUP SOURCE FILES ►► github.com/StayAtHomeDev-Git/FPS-Godot-Basic-Setup
for everyone having problems with the mesh types or nils:
@export var WEAPON_TYPE : Weapons:
set(value):
WEAPON_TYPE = value
if Engine.is_editor_hint():
load_weapon()
this is in the end in the video: 7:00
Been using Godot for years and still learned a bunch of new tricks with this series. Thank you so much!
i love how this is turning out already!
sick video ty! I've only been learning Godot a couple months I'm definitely going to come back to this video once I've learned a bit more of the basics :)
I can't wait for the character rigging tutorial, these videos are amazing!
Just wanted to thank you for your time and efforts. Saw this latest upload and I'm about to go through the entire series so I might have a more than functioning 1st person mode to box out some horror levels. I am new to coding in general and gamedev but im a gamer at heart. Also thank you to the patreons that support.
Things that come to mind for an FPS or a game that uses an First Person system would be:
Prone position/crawling.
Picking up objects, throwing objects.
(Pressure plates, puzzles, flares, torches, grenades, rocks, etc)
Leaning left and right.
(In an action or horror setting, i.e. lean animation length to draw out the creepiness or a snappy one for FPS)
Climbing ladders.
Hanging onto ledges/climbing up from ledges.
Vaulting over waist high walls.
Forward long jump / "lunge" if you will.
(To traverse horizontally for more adventure type games)
Flashlight "tool" that functions within per your weapon system. Either a handheld one or a chest flashlight that isn't visible but can be toggled. (Pipboy radial light or forward cone low powered light)
Just things like that! I am sure you already have vids recorded and everything all planned and drawn out but it would be worth tackling some of these video tutorials that are admittedly for your First Person Shooter type game, but with other genres or methods or modes in mind! I hope my perspective with desiring a broader scope of some actions for different types of games makes sense given the lack of solid follow along tutorials. Again. Thank you for all of this, entirely inspiring sir. Take care of you and yours and have a wonderful day.
Someone mentioned swimming in fps games in an earlier upload as well. You had asked what part.
I assume it would be having to do with suspending the player within the water.
But a full a-z would be a boon to the community in general.
Water surface.. shader? Material?, the area/function that suspends the player while within water controls while swimming, drowning/air, jumping out of water or only allowing climbing up ladders to exit water.
Ahh! What about a "free look" feature like that in Arma or thr like. I.e. hold Alt and you can rotate your head / camera freely as if you were twisting your head to look behind you until a certain point. (So your hear isnt acting that that of an owl haha)
Wow! Thanks for the writeup. There def a lot that can be covered. Will try to do as much as possible!
I’m flipping out about the performance you get from this engine in terms of fps, amazing 🤩
I'm on a 3070 and certain settings will kill fps still. But the engine handles everything well so far.
Wait till u hear about Jolt
Will you be making a viewmodel hands tutorial with this project?
A common issue I have seen on the internet and have run into myself is making any sort of more advanced FPS animations in Blender and exporting them to Unity. There are none or close to none tutorials about such workflows, and almost all FPS tutorials just use a floating weapon.
Man I love the videos but the cuts are pretty harsh. Ill be following step by step and then we skip ahead to something already being loaded in, I'm happy to see the future episodes are basically hand holding
This was great, thank you! I'm using it to swap between items on benches for a chef game
I am curious to see how other programmers handle vent crawling and ladders, a lot of tutorials on that are woefully out of date and mostly incomplete so I had to figure that out myself.
Definitely need more "base" type tutorials for sure. Hopefully he tackles some of these as the series goes on!
Vents. Ladders. Ledges. Vaulting. Etcetc.
*for godot in general
Take a look for "Cogito" sample for Godot 4.
I have few suggestions, Can u make videos on weapon customization and inventory system?
Loving ur videos so far!
I'm not sure what happened with this video but it is WAY less clear than every other video on what you're doing. More than half the cuts skip every step. Despite following every step and redoing the whole process I am stuck with "Invalid assignment of property or key 'mesh' with value of type 'ArrayMesh' on a base object of type 'Nil.' This only happens after adding the @tool and script to the variable. The script also does not properly move the weapon and instead just stays in its default position
This can also be applied to holding items :D Thank you good sir!
this is nice, can u go more into detail how you got a mesh that can be selected in a resource?
I'm struggling with that.
If its not letting you select what you want in the editor, make sure you have a type set in your script.
@export var mesh:MeshInstance3D
instead of
@export var mesh
@@scarzehd27 but for that you need to extend Node3D instead of Resource
you didn't show how you set up the actual weapon tres, not sure how i apply the mesh
Yes I'm having same problem. Please help my game crashes front the script everything works except that last function where it sets the gun rotation position and mesh I 💬 no it is because I don't have the mesh put in the resource but as you stated I can't figure that out either.
@@gli7ch240 i'd suggest just looking for another video, this tut has big "draw the rest of the owl" energy
you can export ur mesh as .obj which when u import its automatically converted into a mesh, not a unique scene like .glb and other extensions ive tried
When attaching weapon resource to Weapon(node3d) 3:40, did you add MeshInstance3D under Weapon(node3d) manually ?
Coded word for word doesn't work
"Invalid assignment of property or key 'mesh' with value of type 'ArrayMesh' on a base object of type 'null instance'."
every time I try to start my scene
I feel like your missing key details not mentioned in this tutorial
im getting this exact same issue
I came to notice that despite the barren maps, you are experiencing quite some frame drops in between... Make sure your frames beyond 60 aren't cached anywhere actively, this can cause severe lag in the long run and be a headache later on... (Sometimes this has to be defined with code)
in the weapon resource script, is it possible to create several different types of weapon: melee, hitscan and projectile with one resource script?
What if godot says that value of type mesh cannot be assigned to a variable of type MeshInstance3D?
thank you, mate 🦖
I'm following this tutorial, but you inserted the crowbar mesh into the variable offscreen. How did you do that? If I export as obj it loses its texture, and if I export as glb or blend it becomes a "packed scene" which the mesh variable doesn't accept. How did you get a textured mesh from blender into godot?
You can add the material to the obj file. Usually with glb those textures get imported
Okay I figured it out. For anyone else experiencing this problem, double click the glb to open it in a new window. Click "actions" in the upper left and the third option will be "Set Mesh save paths". Whatever folder you select, it will add a meshinstance3D that you can populate your mesh variables with. If the scale of the mesh is warped, it's an issue in blender, not godot. While hovering over your sculpt window, hit ctrl+a and then select either "scale" or "all transformations" to set its default scale to its current scale. Then when you import the dimensions should be correct :)
I'm currently having an issue with the weapon script where an error says"Invalid set index 'mesh' (on base: 'Nil') with value of type 'ArrayMesh'." does anyone know what this means?
Nevermind! ignore this I just missed the part at the end eek
@@rhyslangley1802 I get error like that, and I still can't find it. How can you fix it?
@rhyslangley1802 how do u fix it?
I suppose you're trying to load the crowbar.tres and crowbar2.tres in the weapon scene instead of the fps controller scene on the weapon node
The script doesn't update inside the editor for me, but everything else works. (Godot 4.3 btw)
Another video closer to the eventual leaning mechanic one
haha it's coming
Patiently waiting for it
What about GLB files? How do I make them work?
How does this work with weapon models that are multiple meshes?
what godot theme are you using?
PassiveStar's minimal theme
Is this better than creating a scene with a script and the export variables in it and then just duplicating the scene and changing the export variables?
Is that star wars demo scene still available somewhere?
Can it be something else than a crowbar, if so, an AK for example, at one point?
Can u do one on 3rd person with knives and stabbing cus I can’t find any tutorials 🤦🏻♀️
Hello, Is it possible to somehow show how to change weapons and also, if possible, how to make a Gravity gun from Half-life or Garrys mod? Thx
Awesome tutorial, I finished the whole thing and everything works, I can't wait to see what's next!
Check out my demo to see the modular weapon system in action : ruclips.net/video/2Q-wHVEUois/видео.html
Thank you and I'm looking forward to the next one!!
Just about to start myself! Thanks for the feedback on your process through followin it!!
Multiplayer?
Nice and i guess... First?
Yes you are!
👍
Im am a beginner at this godot and game making atuff but i have been following your tutorials and tweeking some things to my liking. Im trying to make a mobile cod zombies game i have a map and zombie and character all working woth mobile controls which wanst easy for annoob like me. I am javing one small prob woth this modular weapon system though i have a postal with a mag and bullets and a whole bunch if bones i changed thebroot bode to mesh instance 3d but it isnt letting me mesh it and i dont know howbyou got the mesh put in your resource. I think this is my main prob because my game keeps crashing the error isbin the script it is because the script isnt finding a mesh and shadow mesh dueing the load weapon function plz help you skipped this part in the vid. 😢
export ur mesh as .obj its automatically converted into a mesh