Post by brent on Jan 29, 2020 0:00:03 GMT
Hello! New developer here, I've purchased and have been working with the ShooterMelee type controllers.
I will later create a thread to show my progress as I encounter each new difficulty, but this is the first.
I want to create a new category of weapon, not a Shooter, not a Melee, but a custom new type called Alchemy, because I will be tinkering with the ammunition/reload functions to get a unique result later.
The first step was to create a hand-held object to render. Observe:
Now, you can see that with very minimal effort, I have achieved the result of the particle effect rendering in the hand when the item is equipped, along with getting a custom projectile to fire, a custom muzzle flash, a particle effect when the projectile impacts terrain or an enemy, and even applied some additional scripting to the projectile itself to make changes to my terrain on impact. All very simple and easy to achieve using this absolutely AMAZING asset. Thank you so much for creating it.
This originally was done utilizing the vShooterWeapon template. Because I want to use a custom weapon type, I followed the advice in all the tutorials, and I duplicated vShooterWeapon, renamed the duplicate, and moved it into a unique folder so that I could keep track of it. Next, I applied this custom script to the weapon prefab, deleted the standard vShooterWeapon script.
However, doing it this way generated a Namespace error, which I fixed by updating the name in my new vAlchemyWeapon script.
Error is gone, but now the character will not aim or fire. I have made several attempts to fix this, first by going through every component in my vAlchemyWeapon in the inspector, and ensuring that all values are identical to the vShooterWeapon that was working properly before I duplicated the Script to create my custom script.
What must be done now, to get the custom vAlchemyWeapon script to aim and fire?
I will later create a thread to show my progress as I encounter each new difficulty, but this is the first.
I want to create a new category of weapon, not a Shooter, not a Melee, but a custom new type called Alchemy, because I will be tinkering with the ammunition/reload functions to get a unique result later.
The first step was to create a hand-held object to render. Observe:
Now, you can see that with very minimal effort, I have achieved the result of the particle effect rendering in the hand when the item is equipped, along with getting a custom projectile to fire, a custom muzzle flash, a particle effect when the projectile impacts terrain or an enemy, and even applied some additional scripting to the projectile itself to make changes to my terrain on impact. All very simple and easy to achieve using this absolutely AMAZING asset. Thank you so much for creating it.
This originally was done utilizing the vShooterWeapon template. Because I want to use a custom weapon type, I followed the advice in all the tutorials, and I duplicated vShooterWeapon, renamed the duplicate, and moved it into a unique folder so that I could keep track of it. Next, I applied this custom script to the weapon prefab, deleted the standard vShooterWeapon script.
However, doing it this way generated a Namespace error, which I fixed by updating the name in my new vAlchemyWeapon script.
Error is gone, but now the character will not aim or fire. I have made several attempts to fix this, first by going through every component in my vAlchemyWeapon in the inspector, and ensuring that all values are identical to the vShooterWeapon that was working properly before I duplicated the Script to create my custom script.
What must be done now, to get the custom vAlchemyWeapon script to aim and fire?