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Post by megasa on May 24, 2018 5:38:36 GMT
Hello. I have a problem. None of the demo scene does not start. There are mistakes. Unity 2018.1 How to correct?
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Post by jrackley on May 24, 2018 10:59:35 GMT
Hope not to come off as rude, but you should read and or search the forums before asking a question, this has been answered and is one of the posts towards the very top. invector.proboards.com/post/12764/thread
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Post by Pesadelo do Espantalho on Jul 7, 2018 7:14:09 GMT
Hello, I'm see when the player is in item menu the " Throwing objects" is not disabled.
Sorry for my English.
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Post by Invector on Jul 7, 2018 12:35:45 GMT
Hello, I'm see when the player is in item menu the " Throwing objects" is not disabled.
Sorry for my English. You can disable the component using the OpenCloseInventory Event ;)
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Post by Legion on Jul 7, 2018 17:11:37 GMT
Question:
We have created several Item Types within the vItemEnumsList, each of them for a specific piece of armor, clothing or equipment; we've also created several Equip Points and modified the Inventory Prefab to be able to equip each of them in different slots.
All right up to that point, you can open the inventory, go to the slot for head equipment and equip / unequip a helmet. The problem comes when applying attributes to the new armor items, for example, we want a piece of armor to increase the MaxHealth by 50 points, but as it's not a consumable, the attributes don't apply to the character.
Does your mind come up with any way to apply the attributes when you equip the armor piece? The MaxHealth, for example, can be changed directly in the On Instantiate Equipment event, within each Custom Handler, but with this system we should create a new Equip Point for each piece of armor, not for each area of the body where it's equipped (Instead of a single Equip Point for all helmets, we should have an Equip Point for each helmet in the game, since each one has attributes with different values)
Edit: Well, perhaps we opted for the second solution to create an Equip Point for each piece of armor instead of for the area where it is equipped. With the exception of helmets, the rest of the armor pieces are rigged with the character, and they cannot be instantiated because the root bone is lost, so maybe, in the end, this solution will make it easier for us to equip and unequip pieces of rigged armor since the script that we use now to find each piece in the character and enable it when it's equipped from the inventory would end up being a complete mess.
Edit 2: Everything was much simpler, using the Weapon Holders
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Post by pauloxande26 on Jul 12, 2018 23:18:06 GMT
I'm using vShooterMeleeController with the mobile UI, but when I put the gun on the mobile button it will not fire
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Post by Legion on Jul 17, 2018 17:33:30 GMT
v1.2.2 is up at the Asset Store.
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Post by game4fun on Aug 5, 2018 16:50:27 GMT
and when the stealth system is available, and cover?
Next updates will bring:
- Throwing objects with Trajectory system (granade, bottles, etc..)
- Cover System
- Simple AI Shooter
- AI hear, search & wandering
- Stealth Kill
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dav
Full vMember
Posts: 56
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Post by dav on Aug 16, 2018 9:36:34 GMT
I'm trying to implement a simulated Stealth Kill but I get in troubles to kill the enemy (It doesn't do anything and I get an error), on my script I'm trying this code:
EnemyAI.GetComponent<v_AIController>().ChangeHealth(0); EnemyAI.GetComponent<v_AIController>().isDead = true;
Where EnemyAI is the GameObject with the IA Controller component, any ideas ? Thanks!
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Post by tharindu on Aug 16, 2018 9:40:20 GMT
I'm trying to implement a simulated Stealth Kill but I get in troubles to kill the enemy (It doesn't do anything and I get an error), on my script I'm trying this code: EnemyAI.GetComponent<v_AIController>().ChangeHealth(0); EnemyAI.GetComponent<v_AIController>().isDead = true; Where EnemyAI is the GameObject with the IA Controller component, any ideas ? Thanks! @daz: Yo! ChangeHealth applies a delta value to the health. It doesn't set health to one value. Appropriate to think of it as a Change Health by x amount sort of function. If you want to kill him off I think the easiest way is to pass the current health multipled by -1 to the ChangeHealth method. That is enough, don't even need to set isDead to true.
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dav
Full vMember
Posts: 56
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Post by dav on Aug 16, 2018 19:45:09 GMT
I'm trying to implement a simulated Stealth Kill but I get in troubles to kill the enemy (It doesn't do anything and I get an error), on my script I'm trying this code: EnemyAI.GetComponent<v_AIController>().ChangeHealth(0); EnemyAI.GetComponent<v_AIController>().isDead = true; Where EnemyAI is the GameObject with the IA Controller component, any ideas ? Thanks! @daz: Yo! ChangeHealth applies a delta value to the health. It doesn't set health to one value. Appropriate to think of it as a Change Health by x amount sort of function. If you want to kill him off I think the easiest way is to pass the current health multipled by -1 to the ChangeHealth method. That is enough, don't even need to set isDead to true. Ok Thanks, but I have tried again and I have the same error: NullReferenceException: Object reference not set to an instance of an object StealthKill.OnTriggerEnter (UnityEngine.Collider collisionInfo) (at Assets/Scripts/StealthKill.cs:33) Any ideas? Thanks
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Post by tharindu on Aug 16, 2018 20:03:29 GMT
Use the debugger on your code editor and try to see what's becoming null. I am assuming you don't have a trigger collider?
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saya
New vMember
Posts: 8
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Post by saya on Aug 29, 2018 8:49:44 GMT
Anyone knows how I can enable melee input while rolling? Thank you :D
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Post by Yort_Draeb on Aug 29, 2018 18:00:26 GMT
I ran into an issue where my camera stopped rotating. ive been working on my menus for the past week and i havent opened my scene in awhile. i believe i had this issue before a while back but i dont remember what i did to fix it. i believe ive checked everywhere that we can set it via inspector
its the same even when opening an included shooter scene
also im on 2017.4
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mik56
Junior vMember
Posts: 39
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Post by mik56 on Sept 2, 2018 17:53:29 GMT
I'm trying to update from v1.2.1 to v1.2.2. I bought the template from the vstore, but sellfy isn't showing it in my purchases.
How do I update?
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