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Post by uberwiggett on Jan 6, 2019 1:49:22 GMT
Bummer, looks like a really good system, if it works with invector then it'd be an instant purchase
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Post by shadex on Jan 13, 2019 8:35:36 GMT
I don't think you set the rotation of the weapon with the 'position now' correctly so that it looks good runtime. What I think you want to do is play around with the 'position now' to try to change the weapons rotation in the hand slightly. You could also try to change the rotation runtime to make sure it looks good and then copy the values to the Inventory Pro Editor. (Also remember Inventory Pro 'Position Now' helper shows you quaternion values while (non-debug) transform editor shows you euler angles). I don't think I can agree that's the issue, as shown in the video I did set the Position/rotation settings in the IP Editor and they match the prefab itself, which is all 0's, there's no actual rotation to them since they are inside of a parent object that holds the actual rotation of the object (as the shooter template is setup). So technically, it should be spawning in at the correct orientation and in fact it does, if i look at the gun in my hand after equipping it through the IV pro inventory screen and then check the gun, position and rotation are set to 0. So it shouldn't be doing what it's doing, thus why i brought it up. The big issue is that i have a custom character already setup and it utilizes specific values (such as 0, 0, 0) that i already went through and painfully setup (since, no it's not just rotate and move to get what we want, with all rigs), so the fact that this is presenting such an issue with 0, 0, 0 values is kind of a concern considering my current custom character setup. Don't use position. Last i checked it was bugged, and messed everything up. Whats worked for me is to have IP just spawn the weapon prefab (without pressing position now). Next, There is a Components gameobject thats a child of the weapon. Use that to rotate and position the weapon in runtime like you would normally with invector, save the values, then stop the game, and copy and paste the values to that same Components gameobject, and your done. Since your using invectors way of setting things up, it works with guns just as easily.
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Post by rocco on Mar 30, 2019 15:45:15 GMT
Hey guys, no matter what I try, the weapon is always wrong in the hand. I've tried everything .. maybe someone has a solution for me ??
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Post by rasto61 on Mar 31, 2019 14:48:00 GMT
Hey guys, no matter what I try, the weapon is always wrong in the hand. I've tried everything .. maybe someone has a solution for me ?? Do you mean in the wrong hand or has the wrong rotation?
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Post by rocco on Mar 31, 2019 17:41:45 GMT
Hey guys, no matter what I try, the weapon is always wrong in the hand. I've tried everything .. maybe someone has a solution for me ?? Do you mean in the wrong hand or has the wrong rotation? it has the wrong rotation
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Post by thevikinguk on Mar 31, 2019 19:59:25 GMT
I'm getting an error when trying to integrate.
bool isRightHandWeapon = !binder.equipTransform.name.ToLower().Contains("l"); - InvectorEquipmentHandler LN: 117
Maybe I have done something wrong? I have created a weapon that uses Invector Melee, and it also has the Inventory Pro Item stuff on it, when I right click to equip it, I get a NullReferenceException error.
So lost with this whole integration, I wish there was an Official one, unless someone can set me back on the right path, this is frustrating and I am wasting too much development time trying to figure out 2 major systems at the same time.
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Post by rasto61 on Apr 1, 2019 14:20:18 GMT
Do you mean in the wrong hand or has the wrong rotation? it has the wrong rotation You should be able to use the Position Now button in the Inventory Pro editor to get the desired rotation for the IP item. I will still work on this soon to probably use Invector's positioning instead of Inventory Pro's.
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Post by rasto61 on Apr 1, 2019 14:21:50 GMT
I'm getting an error when trying to integrate. bool isRightHandWeapon = !binder.equipTransform.name.ToLower().Contains("l"); - InvectorEquipmentHandler LN: 117 Maybe I have done something wrong? I have created a weapon that uses Invector Melee, and it also has the Inventory Pro Item stuff on it, when I right click to equip it, I get a NullReferenceException error. So lost with this whole integration, I wish there was an Official one, unless someone can set me back on the right path, this is frustrating and I am wasting too much development time trying to figure out 2 major systems at the same time. Something doesn't have a reference. It probably is the binder or the equipTransform. This means you did not set those in your inventory pro setup.
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Post by thevikinguk on Apr 1, 2019 15:13:17 GMT
Something doesn't have a reference. It probably is the binder or the equipTransform. This means you did not set those in your inventory pro setup. Hey, thanks for getting back to me. Here is what I have assigned, let me know if it's correct: I hope that's right? So when I right click to equip the Fishing Spear, it equips perfectly into the UI_Item_Weapon / Equippable Slot area, however, it then throws out that NullException error and I can't see any item in my hand. I'll be happy to make a payment for some minutes of your time to maybe guide me through on how to get it working as I would like to move on now.
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Post by thevikinguk on Apr 1, 2019 15:18:58 GMT
Ah, idiot alert... Me. It was indeed the equipment binding area of Inventory Player script attached to the player, all the transform were empty. Thanks a lot for helping!
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Post by thevikinguk on Apr 1, 2019 16:05:25 GMT
Is it normal that when the weapon equips, it sets the layer of it to some random layer, in my case, it sets it to layer 17 which is the Ocean, so it's invisible for me? :D Can't seem to find the instantiation code of when it becomes a child of 'defaultHandler' transform place.
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Post by rasto61 on Apr 2, 2019 2:23:21 GMT
Is it normal that when the weapon equips, it sets the layer of it to some random layer, in my case, it sets it to layer 17 which is the Ocean, so it's invisible for me? :D Can't seem to find the instantiation code of when it becomes a child of 'defaultHandler' transform place. It just instantiates the Inventory Pro item into the hand. That item you should create by just dropping an existing Invector weapon into the window when creating the item. About the layers; you need to have the weapon item on the proper layer. Invector templates are Complete Projects so they come with their layers setup. If you make significant changes to those things can go wrong. So look at what invector weapons are in their demo scenes.
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Post by nabeshin on Jul 22, 2019 18:00:41 GMT
Thank you for the integration project. Help me.
It is possible to hold meleeweapon (Sword) in hand, but the animation of swinging the sword is not played.
Equipment Type is specified to Righthand. Equipment Handler is an Invector Equipment Handler. Restrictions are RightHand_Shooter.
While holding the sword, it does not swing the sword and only punches.
I'm sorry, I'm new to English, but I would appreciate it if you could tell me.
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Post by shadex on Jul 27, 2019 18:52:55 GMT
Thank you for the integration project. Help me. It is possible to hold meleeweapon (Sword) in hand, but the animation of swinging the sword is not played. Equipment Type is specified to Righthand. Equipment Handler is an Invector Equipment Handler. Restrictions are RightHand_Shooter. While holding the sword, it does not swing the sword and only punches. I'm sorry, I'm new to English, but I would appreciate it if you could tell me. Sounds like the AttackID is not getting set in the animator. Try pausing and checking attackID in the animator after you equip the weapon. If it's not getting set, make sure that the weapon has the right AttackID, and then make sure that the weapon is in the proper place in the right hand (weaponholder).
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Post by nabeshin on Aug 7, 2019 15:25:32 GMT
When I specified a custom Handler object with a vWeaponHolder component, it worked fine.
"shadex" I was able to notice your advice. Thank you.
I didn't know how to reply, so I will comment in this way.
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