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Post by Invector on Aug 19, 2019 18:00:24 GMT
Update your animator controller, this was a issue from 2 or 3 releases ago
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mik56
Junior vMember
Posts: 39
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Post by mik56 on Sept 2, 2019 15:58:49 GMT
I can't get the character to stop running with the bow. In the shooter manager I have only walk when aiming ticked.
I figured it out. In melee lock-on I needed to uncheck strafe while lock on.
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redox
Junior vMember
Posts: 31
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Post by redox on Sept 5, 2019 7:49:52 GMT
hello , any info of the coversystem ? thanks
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Post by Invector on Sept 5, 2019 13:01:21 GMT
hello , any info of the coversystem ? thanks We do have a working prototype, but we still need better animations to release something... Maybe a beta on the next update... maybe
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Post by System Six Games on Sept 5, 2019 16:03:35 GMT
I have a quick question for possible weapon modes. Would it be possible to set weapons to different firing modes: single fire, burst fire, full auto?
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Post by Legion on Sept 14, 2019 8:21:58 GMT
I have a quick question for possible weapon modes. Would it be possible to set weapons to different firing modes: single fire, burst fire, full auto? Just use something like this: using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Invector.vShooter;
public class SelectiveFire : MonoBehaviour {
private vShooterWeapon weapon;
[Header("Flashlight")]
public GameObject light;
public bool lightSwitch;
[Header("Shell")]
public Transform[] SpawnPoint;
public GameObject[] ShellPrefab;
public GameObject[] ShellClone;
// Use this for initialization
void Start ()
{
weapon = this.GetComponent<vShooterWeapon>();
weapon.automaticWeapon = true;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.X))
{
weapon.automaticWeapon = !weapon.automaticWeapon;
}
if (Input.GetKeyDown(KeyCode.F))
{
lightSwitch = !lightSwitch;
}
//-----------------------------------------------
if (lightSwitch == true)
{
light.SetActive(true);
}
else
{
light.SetActive(false);
}
}
public void SpawnShell()
{
if (SpawnPoint != null)
{
ShellClone[0] = Instantiate(ShellPrefab[0], SpawnPoint[0].position, SpawnPoint[0].rotation) as GameObject;
}
}
}
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Post by System Six Games on Sept 14, 2019 12:30:41 GMT
I have a quick question for possible weapon modes. Would it be possible to set weapons to different firing modes: single fire, burst fire, full auto? Just use something like this: using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Invector.vShooter;
public class SelectiveFire : MonoBehaviour {
private vShooterWeapon weapon;
[Header("Flashlight")]
public GameObject light;
public bool lightSwitch;
[Header("Shell")]
public Transform[] SpawnPoint;
public GameObject[] ShellPrefab;
public GameObject[] ShellClone;
// Use this for initialization
void Start ()
{
weapon = this.GetComponent<vShooterWeapon>();
weapon.automaticWeapon = true;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.X))
{
weapon.automaticWeapon = !weapon.automaticWeapon;
}
if (Input.GetKeyDown(KeyCode.F))
{
lightSwitch = !lightSwitch;
}
//-----------------------------------------------
if (lightSwitch == true)
{
light.SetActive(true);
}
else
{
light.SetActive(false);
}
}
public void SpawnShell()
{
if (SpawnPoint != null)
{
ShellClone[0] = Instantiate(ShellPrefab[0], SpawnPoint[0].position, SpawnPoint[0].rotation) as GameObject;
}
}
}
Thank you, I looked back through the post and found it. Now I just have to limit the firing of bullets to a certain number.
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Post by megasa on Sept 21, 2019 19:54:03 GMT
Hi! Demo scenes are not started. There is such a mistake as its correct not found on forum (English not my native language). Project setting imported failed. Please help me! Error: A game object can only be in one layer. The layer needs to be in the range [0...31] UnityEngine.GameObject:set_layer(Int32) Invector.vCharacterController.vActions.vTriggerGenericAction:Start() (at Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/Actions/vTriggerGenericAction.cs:132)
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Post by mukul014 on Sept 29, 2019 11:43:51 GMT
Hi I just imported latest version of shooter template in unity 2018.3 but tags and input manager is not importing properly. It doesn't happen before. Any help would be appreciated. Thank you
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Post by uberwiggett on Sept 29, 2019 22:28:26 GMT
Hi I just imported latest version of shooter template in unity 2018.3 but tags and input manager is not importing properly. It doesn't happen before. Any help would be appreciated. Thank you Not working properly how? Check out the invector top menu for import project settings and run that, see if it fixes the issue
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Post by loganon on Oct 5, 2019 16:40:32 GMT
Hi everyone ! In first sorry for my bad english :( i have a question. Why in my character one arm is not in weapon i cant fix it ! I've been trying to fix it for several months and still nothing. Assest went away because I thought it was impossible to do. (Maybe some bug?) but I dug into this forum and I see that you really have a big talent :P photo > i.imgur.com/sJynU0d.pngwith my characters the right hand is always downstairs, I try to do it with a guide and PDF instructions but it doesn't help :( Please Help !
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Post by Han SoloDev on Oct 17, 2019 19:57:53 GMT
Hello I am using the latest version of the Shooter Template (1.3.2) . I am building a test scene using a shooter controller and a FBX model that I have. It works fine up until the left hand IK. I am able to correctly align the right hand holding the pistol (aligning the default handler). However when I try to align the left hand IK, I cannot do it as I have no left hand OK offset options (as per the tutorial video). I checked the 1.3.2 PDF and that says a new window should open (Shooter Editor) when I "hit Play, equip a Weapon and by selecting the ShooterController".. it doesn't
I have attached a image of my screen
Where/how do I get the left "IK Rotation Offset" ??
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Post by Yort_Draeb on Oct 18, 2019 2:39:56 GMT
Hello I am using the latest version of the Shooter Template (1.3.2) . I am building a test scene using a shooter controller and a FBX model that I have. It works fine up until the left hand IK. I am able to correctly align the right hand holding the pistol (aligning the default handler). However when I try to align the left hand IK, I cannot do it as I have no left hand OK offset options (as per the tutorial video). I checked the 1.3.2 PDF and that says a new window should open (Shooter Editor) when I "hit Play, equip a Weapon and by selecting the ShooterController".. it doesn't
I have attached a image of my screen
Where/how do I get the left "IK Rotation Offset" ??
The shooter weapon?
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Post by Invector on Oct 18, 2019 12:26:15 GMT
Hello I am using the latest version of the Shooter Template (1.3.2) . I am building a test scene using a shooter controller and a FBX model that I have. It works fine up until the left hand IK. I am able to correctly align the right hand holding the pistol (aligning the default handler). However when I try to align the left hand IK, I cannot do it as I have no left hand OK offset options (as per the tutorial video). I checked the 1.3.2 PDF and that says a new window should open (Shooter Editor) when I "hit Play, equip a Weapon and by selecting the ShooterController".. it doesn't
I have attached a image of my screen
Where/how do I get the left "IK Rotation Offset" ??
Unfold your Shooter/Melee Input component to display the editor button
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Post by axbaby123 on Oct 22, 2019 23:29:52 GMT
I found that if you have the Player selected in the Hierarchy before hitting Play the IK Adjust Window will not pop up in Scene View after you hit Play.
Edit magically that problem disappeared in an earlier version of Unity and now I can't repeat the problem. Sticking with Unity 2018 until Invector is more Unity 2019, 2020 friendly/
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