|
Post by game4fun on Jul 21, 2018 19:24:13 GMT
who can drop a fix for a new update for Invector please
|
|
|
Post by Devistute on Jul 22, 2018 11:49:35 GMT
who can drop a fix for a new update for Invector please Open the InventoryWheel.cs script, and edit the namespaces that say "ItemManager" and "CharacterController" to -> vItemManager & vCharacterController.
Do the same for "InventoryWheelItem.cs" and "InventoryWheelWeaponDisplay.cs"
Rest of the namespaces to change..
- Inventory Wheel Script, line 389. Change "ShooterWeapon" to "vShooterWeapon".
- Inventory Wheel Script, change line 69 to " private Invector.vCamera.vThirdPersonCamera _vCamera;".
- Inventory Wheel Script, change line 94 to "_vCamera = (Invector.vCamera.vThirdPersonCamera)FindObjectOfType(typeof(Invector.vCamera.vThirdPersonCamera));".
After these changes it works with newest template, if it doesn't i might have forgotten something.
|
|
|
Post by xxscrumexx on Aug 1, 2018 8:38:24 GMT
Yort_Draeb and Jader - Both of these only affect the ability to use the mouse for selection in the editor. Once a build is run the same issue persists. It works perfectly with a gamepad but the project that I am currently working on for school requires the use of a mouse and keyboard/gamepad so I need both functioning as planned. Any further assistance or ideas on this would be greatly appreciated. On another note, does anyone know how to get the ammo display in the weapon wheel to accurately display the current ammo count. I was able to get a display working with the weapon display icon in game but the number that displays when the weapon select wheel is on screen always shows x/100 even when I have x/245 ammo for an item.
|
|
|
Post by Yort_Draeb on Aug 4, 2018 19:36:47 GMT
Yort_Draeb and Jader - Both of these only affect the ability to use the mouse for selection in the editor. Once a build is run the same issue persists. It works perfectly with a gamepad but the project that I am currently working on for school requires the use of a mouse and keyboard/gamepad so I need both functioning as planned. Any further assistance or ideas on this would be greatly appreciated. On another note, does anyone know how to get the ammo display in the weapon wheel to accurately display the current ammo count. I was able to get a display working with the weapon display icon in game but the number that displays when the weapon select wheel is on screen always shows x/100 even when I have x/245 ammo for an item. ....create a script that after runtime starts it does what I stated. also use this as a starting point to build your own
|
|
|
Post by tomi125 on Sept 11, 2018 14:52:14 GMT
Hi how can i change to dont use tab? I want to when i press T this show up please somebody can help im stupid at scripting?
|
|
|
Post by Yort_Draeb on Sept 13, 2018 5:02:59 GMT
Hi how can i change to dont use tab? I want to when i press T this show up please somebody can help im stupid at scripting? find your open wheel script and change it to you input.keypress("t"); i do believe. i use rewired personally but i do believe that is correct
|
|
|
Post by Yort_Draeb on Sept 13, 2018 5:04:13 GMT
Hi how can i change to dont use tab? I want to when i press T this show up please somebody can help im stupid at scripting? find your open wheel script and change it to you input.keypress("t"); i do believe. i use rewired personally but i do believe that is correct InventoryWheel.cs is the script you will find this in
|
|
dav
Full vMember
Posts: 56
|
Post by dav on Sept 14, 2018 0:26:31 GMT
Nice add on. I've resolved all the errors but there is one that I doesn't work for me (I don't get the amnoId as I had to change the call to the function because of the error). It's on line 463 on InventoryWhell.cs. It's related to shotterWeapon.amnoId that gives me syntaxis error, any ideas what do I have to put insted of "selectedItem.ShooterWeapon.ammoID"? Thanks!!
if (SelectedItem.Item.type == vItemType.Shooter && selectedItem.ShooterWeapon != null) { vItem ammoItem = Inventory.items.Where(_item => _item.id.Equals(selectedItem.ShooterWeapon.ammoID)).FirstOrDefault();
|
|
dav
Full vMember
Posts: 56
|
Post by dav on Sept 14, 2018 0:47:27 GMT
One more thing, any ideas how to equip the archery? I have added this at InventoryWhell.cs in the equip item method but not sure how do I have to do it? EquipId 1 maybe? Do we need to change anything else? Thanks
case vItemType.Archery:
Debug.LogFormat("Equipping Archery weapon: {0}", selectedItem.Item.name);
Inventory.changeEquipmentControllers [0].equipArea.AddItemToEquipSlot(1, selectedItem.Item);
break;
|
|
|
Post by Yort_Draeb on Sept 14, 2018 14:06:43 GMT
Nice add on. I've resolved all the errors but there is one that I doesn't work for me (I don't get the amnoId as I had to change the call to the function because of the error). It's on line 463 on InventoryWhell.cs. It's related to shotterWeapon.amnoId that gives me syntaxis error, any ideas what do I have to put insted of "selectedItem.ShooterWeapon.ammoID"? Thanks!! if (SelectedItem.Item.type == vItemType.Shooter && selectedItem.ShooterWeapon != null) { vItem ammoItem = Inventory.items.Where(_item => _item.id.Equals(selectedItem.ShooterWeapon.ammoID)).FirstOrDefault(); right click ammoid select go to definition make sure its public
|
|
|
Post by Yort_Draeb on Sept 14, 2018 14:10:52 GMT
One more thing, any ideas how to equip the archery? I have added this at InventoryWhell.cs in the equip item method but not sure how do I have to do it? EquipId 1 maybe? Do we need to change anything else? Thanks case vItemType.Archery: Debug.LogFormat("Equipping Archery weapon: {0}", selectedItem.Item.name); Inventory.changeEquipmentControllers [0].equipArea.AddItemToEquipSlot(1, selectedItem.Item); break; case vItemType.Archery: Debug.LogFormat("Equipping Archery weapon: {0}", selectedItem.Item.name); Inventory.changeEquipmentControllers[1].equipArea.AddItemToEquipSlot(0, selectedItem.Item); break; is what i use and make sure to add the equipment controller on the vinventory component. you may need to add the other hand which is why its [1]. [0] is for the right hand.
|
|
dav
Full vMember
Posts: 56
|
Post by dav on Sept 17, 2018 10:56:33 GMT
One more thing, any ideas how to equip the archery? I have added this at InventoryWhell.cs in the equip item method but not sure how do I have to do it? EquipId 1 maybe? Do we need to change anything else? Thanks case vItemType.Archery: Debug.LogFormat("Equipping Archery weapon: {0}", selectedItem.Item.name); Inventory.changeEquipmentControllers [0].equipArea.AddItemToEquipSlot(1, selectedItem.Item); break; case vItemType.Archery: Debug.LogFormat("Equipping Archery weapon: {0}", selectedItem.Item.name); Inventory.changeEquipmentControllers[1].equipArea.AddItemToEquipSlot(0, selectedItem.Item); break; is what i use and make sure to add the equipment controller on the vinventory component. you may need to add the other hand which is why its [1]. [0] is for the right hand. Thanks! I tried all the different combinations but this
|
|
dav
Full vMember
Posts: 56
|
Post by dav on Sept 17, 2018 11:00:00 GMT
Nice add on. I've resolved all the errors but there is one that I doesn't work for me (I don't get the amnoId as I had to change the call to the function because of the error). It's on line 463 on InventoryWhell.cs. It's related to shotterWeapon.amnoId that gives me syntaxis error, any ideas what do I have to put insted of "selectedItem.ShooterWeapon.ammoID"? Thanks!! if (SelectedItem.Item.type == vItemType.Shooter && selectedItem.ShooterWeapon != null) { vItem ammoItem = Inventory.items.Where(_item => _item.id.Equals(selectedItem.ShooterWeapon.ammoID)).FirstOrDefault(); right click ammoid select go to definition make sure its public Solved! But the ammo result I get here is different than the "real" amount that I get with the v ammo script, maybe it's because I see now it has changed the function as there are two types of ammo and so on.... Does anybody tried on this? Thanks
|
|
|
Post by kezako on Sept 25, 2018 9:41:26 GMT
Hi, I'm trying this addon that is fabulous, but I have a problem with the melee weapon, I can not equip a sword and a shield at the same time, more the shield is equipped on the right hand. I guess the solution is towards the equipArea, but without success for the moment, does anyone have a solution to do that? thank you
|
|
|
Post by chakiryx on Dec 3, 2018 22:04:12 GMT
Hi Guys , the addon is working fine but when i hit TAB the wheel appear and disappear fast + i can't switch weapons , what keys i can use to switch weapons ? thanks in advance
|
|