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Post by sjl on Feb 19, 2019 9:07:48 GMT
ok..... So i managed to get this working with the latest shooter up date but there are still a few bugs i am trying to work out... such as getting the car camera script only turn on when in the vehicle and turn off when out of the vehicle... due to it causing the rigid body to mess up and not allowing to climb ladders properly, and trying to fix when exiting the vehicle on an incline or use the glider the character would be stuck at the angle of the vehicle.... but other than that it working pretty good so far.....
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nexal
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Post by nexal on Feb 20, 2019 11:20:26 GMT
Ok thanks Sjl and good work on updating the add-on. I would have done it too but unfortunately I understand little of the script.
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Post by sjl on Feb 20, 2019 12:03:08 GMT
Ok thanks Sjl and good work on updating the add-on. I would have done it too but unfortunately I understand little of the script. It's the same here lol I learn more the deeper I dive into it... Still trying to fix the v_camera_control script to be activated/deactivated by on trigger enter/exit getcomponentinparent.v_camera_control so once out of the vehicle the player can climb ladders as normal... but having a bit of difficulty my brain is tired lol... Then on to trying to get the player to stand correctly if exit the vehicle while is on inclined area or exit the glider... But other than that it works great... So any help or advice would be great...
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Post by Yort_Draeb on Feb 22, 2019 6:44:39 GMT
Ok thanks Sjl and good work on updating the add-on. I would have done it too but unfortunately I understand little of the script. It's the same here lol I learn more the deeper I dive into it... Still trying to fix the v_camera_control script to be activated/deactivated by on trigger enter/exit getcomponentinparent.v_camera_control so once out of the vehicle the player can climb ladders as normal... but having a bit of difficulty my brain is tired lol... Then on to trying to get the player to stand correctly if exit the vehicle while is on inclined area or exit the glider... But other than that it works great... So any help or advice would be great... you will want to do it outside of the v_camera_control if you need to activate and deactivate it create another script or add to another script public void ChangeState(v_camera_control vcc) {vcc.enabled= !vcc.enabled} add that somewhere and call it when you want to activate or deactivate it. can also do it like this if you want to assign the value in the inspector public v_camera_control vcc
public void ChangeState() {vcc.enabled= !vcc.enabled}
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Post by sjl on Feb 22, 2019 7:53:11 GMT
It's the same here lol I learn more the deeper I dive into it... Still trying to fix the v_camera_control script to be activated/deactivated by on trigger enter/exit getcomponentinparent.v_camera_control so once out of the vehicle the player can climb ladders as normal... but having a bit of difficulty my brain is tired lol... Then on to trying to get the player to stand correctly if exit the vehicle while is on inclined area or exit the glider... But other than that it works great... So any help or advice would be great... you will want to do it outside of the v_camera_control if you need to activate and deactivate it create another script or add to another script public void ChangeState(v_camera_control vcc) {vcc.enabled= !vcc.enabled} add that somewhere and call it when you want to activate or deactivate it. can also do it like this if you want to assign the value in the inspector public v_camera_control vcc
public void ChangeState() {vcc.enabled= !vcc.enabled}
Ok thanks!!! I will try that, it seems that will be in my opinion cleaner than the way i simply resolved the the ladder issue, but with my way that resovled the ladder issue makes the vcc script only actived once then deactivated and no longer needed to be activated again to drive any vehicle. So once that one time activated and deactivated the vccc script is basically longer used, that allows the player to use the ladder and vehicles with out kinimatic issues... It's the kinimatic true/false issue instead of camera state as thought originally. So now the issue is if the player exited any vehicle at an angle such as a hill the players axis change to the angle of which he/she exited the vehicle at.. that leaving the moving in a leaning forward position and at the moment only way to fix that is to try to get in/out on a flat surface with a low vehicle or restart game mode...
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Post by sjl on Feb 23, 2019 13:40:04 GMT
Ok so after alot of trails and errors I believe I solved the ladder issue now... Player can now easily climb ladders and drive vehicles...But now only two bugs left (that I know of) left to try to fix...
#1 axis bug: after exiting glider/crash glider and exit vehicle on an inclined area ( like on a hill) the axis of the vehicle transfers to the player on exit and the player axis does not reset properly...
#2 camera bug: every now and then when you rotate the camera the player will rotate with the camera while driving the vehicles.. (restart play mode temporary fix)
These two bugs appear to be the most difficult at the moment to resolve....
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nexal
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Post by nexal on Feb 23, 2019 14:38:37 GMT
Hi sjl I also confirm the camera bug you mentioned. I'm waiting for you to share the updated scripts if you want, so I can try them and see how they behave with my version of unity.
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Post by Yort_Draeb on Feb 23, 2019 22:10:20 GMT
Ok so after alot of trails and errors I believe I solved the ladder issue now... Player can now easily climb ladders and drive vehicles...But now only two bugs left (that I know of) left to try to fix... #1 axis bug: after exiting glider/crash glider and exit vehicle on an inclined area ( like on a hill) the axis of the vehicle transfers to the player on exit and the player axis does not reset properly... #2 camera bug: every now and then when you rotate the camera the player will rotate with the camera while driving the vehicles.. (restart play mode temporary fix) These two bugs appear to be the most difficult at the moment to resolve.... cant you just set the rotation to 0 when you exit? or when you get into car save the Quaternion values and when exit set your rotation values to that public Quaternion playerRotation;
public void SavePlayerRoation() { playerRotation=this.GetComponent<Transform>().rotation; }
public void SetPlayerRoation()
{
this.GetComponent<Transform>().rotation= playerRotation; } this may be able to do that. how its written you just add it onto the game object that the rotation is messing up. so if its the main one that has the vThirdpersoncontroller on it you place it there. if its the mesh render you place it on the that Game object.
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nexal
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Post by nexal on Feb 24, 2019 10:38:33 GMT
Hi guys, I put my hand to the helicopter and I wanted to ask you a couple of things. Is it possible to control the direction of the helicopter from the mouse? You can synchronize the closing of the door with the animation of the character, because when it makes the gesture to close the door it is already closed. Is the deprecated particle system easily replaceable with another? Thank you
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Post by sjl on Feb 24, 2019 15:08:49 GMT
Hi guys, I put my hand to the helicopter and I wanted to ask you a couple of things. Is it possible to control the direction of the helicopter from the mouse? You can synchronize the closing of the door with the animation of the character, because when it makes the gesture to close the door it is already closed. Is the deprecated particle system easily replaceable with another? Thank you Door sync issue: The syncing issue thus far is the position of the sit point and seat and all vehicles use the same animations.. Due to the actual height difference between the two causes that delay even in other vehicles... Best way to solve that is to adjust the seat and sit points or possibly add a delay to the door close animaton until you have it nearly perfect for your needs... Mouse direction control: I would strongly recommend NOT using the mouse to change direction... Example use the mouse to point the camera at something then leave it and start running... The camera direction never changes it will continue to be at that point until moved... So in the helicopter the same will happen because your mouse is NEVER AT 0,0,0, it's always off center.. so if your mouse is at 0,0.01 your helicopter will always fly 0.01 on the Y axis. Thus will crash alot or fly in circles... Not you could set to go left or right by mouse button but still will have to use keyboard buttons... I would recommend sticking to same set up... Particle emmisions system helicopter/boat: I would suppose you could change systems but, may have to change the mathf stuff to the correct forms to work with newer particle emmisions system.. or you could just remove The lines out of the boat and helicopter scripts or better just // comment them out. Then remove/disable the particle emmisions system physically on the helicopter it's self for performance...
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nexal
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Post by nexal on Feb 24, 2019 15:18:53 GMT
Door sync issue: The syncing issue thus far is the position of the sit point and seat and all vehicles use the same animations.. Due to the actual height difference between the two causes that delay even in other vehicles... Best way to solve that is to adjust the seat and sit points or possibly add a delay to the door close animaton until you have it nearly perfect for your needs... Mouse direction control: I would strongly recommend NOT using the mouse to change direction... Example use the mouse to point the camera at something then leave it and start running... The camera direction never changes it will continue to be at that point until moved... So in the helicopter the same will happen because your mouse is NEVER AT 0,0,0, it's always off center.. so if your mouse is at 0,0.01 your helicopter will always fly 0.01 on the Y axis. Thus will crash alot or fly in circles... Not you could set to go left or right by mouse button but still will have to use keyboard buttons... I would recommend sticking to same set up... Particle emmisions system helicopter/boat: I would suppose you could change systems but, may have to change the mathf stuff to the correct forms to work with newer particle emmisions system.. or you could just remove The lines out of the boat and helicopter scripts or better just // comment them out. Then remove/disable the particle emmisions system physically on the helicopter it's self for performance... Hi sjl so this error that appears to me is caused by the fact that it is better to remove the particle system? Too bad that it can not be replaced easily. Assets/VehiclesAddOn/Core Files/scripts/Helicopter/v_helicopter_control.cs(294,77): error CS0023: The `.' operator cannot be applied to operand of type `UnityEngine.ParticleEmitter'
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Post by sjl on Feb 24, 2019 15:35:45 GMT
Hi sjl I also confirm the camera bug you mentioned. I'm waiting for you to share the updated scripts if you want, so I can try them and see how they behave with my version of unity. The camera bug that is mentioned I believe is due to somewhere in the scripts possibly in the head track... Due to just sitting for ever watching what's going on both in the vehicle and standing outside side the vehicle... Turn the camera the head turns as well this maybe exactly what is happening due to the s.manager r.body and c. Collider are disabled while in the vehicle... And because the head track and camera are somewhere tied to each other is what causes the player to go out of the vehicle while driving around and rotating the camera... Just a speculation at the moment... As far as me being able to share the scripts the next chance I go to McDonald's :( I will try to upload them ( by the way the screen shot took 1.5 hours to upload on MCwifi) might be awhile for that... And it's not just scripts modified to get working with shooter1.3 game objects as well... So theres alot of work done and still needs to be done... Problems already fixed: Ability to climb ladders,free climb, swim, Zipline,jumpover,climb over,step up, with vehicle scripts activated.( All basic shooter stuff) Camera changing states properly in and out of vehicles Problems NEED TO BE FIXED: Character axis not resetting properly when exit vehicle on inclined area(such as a hill) or land/crash glider Character moving out of vehicles when turning camera
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Post by sjl on Feb 24, 2019 15:45:57 GMT
Door sync issue: The syncing issue thus far is the position of the sit point and seat and all vehicles use the same animations.. Due to the actual height difference between the two causes that delay even in other vehicles... Best way to solve that is to adjust the seat and sit points or possibly add a delay to the door close animaton until you have it nearly perfect for your needs... Mouse direction control: I would strongly recommend NOT using the mouse to change direction... Example use the mouse to point the camera at something then leave it and start running... The camera direction never changes it will continue to be at that point until moved... So in the helicopter the same will happen because your mouse is NEVER AT 0,0,0, it's always off center.. so if your mouse is at 0,0.01 your helicopter will always fly 0.01 on the Y axis. Thus will crash alot or fly in circles... Not you could set to go left or right by mouse button but still will have to use keyboard buttons... I would recommend sticking to same set up... Particle emmisions system helicopter/boat: I would suppose you could change systems but, may have to change the mathf stuff to the correct forms to work with newer particle emmisions system.. or you could just remove The lines out of the boat and helicopter scripts or better just // comment them out. Then remove/disable the particle emmisions system physically on the helicopter it's self for performance... Hi sjl so this error that appears to me is caused by the fact that it is better to remove the particle system? Too bad that it can not be replaced easily. Assets/VehiclesAddOn/Core Files/scripts/Helicopter/v_helicopter_control.cs(294,77): error CS0023: The `.' operator cannot be applied to operand of type `UnityEngine.ParticleEmitter'
Go to the particular lines of the particles and put // at the beginning of the lines to comment them out then save that should take care of the particle errors.. until the way of getting the surikan particle emmisions system to work.. like I said you would have to change the mathf stuff as well (that's a whole other headache lol) best to just comment those lines out... Should be two or four lines for each the boat and helicopter..
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nexal
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Post by nexal on Feb 24, 2019 16:59:22 GMT
I'm sorry sjl but I can not understand. The error in question is <particleEmitter> at line 293/294 in "v_Helicopter_control".
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Post by Legion on Feb 24, 2019 17:25:26 GMT
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