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Post by Invector on Jul 20, 2016 18:18:50 GMT
Malbers official video tutorial:
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Post by martin on Jul 22, 2016 19:25:25 GMT
This is great! Any idea who to use weapons in the horse?
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Post by Malbers on Aug 18, 2016 15:59:12 GMT
Im working around it to make it use weapons while mounting!! follow the forums to more updates
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Post by Flashcowboy on Oct 21, 2016 23:27:24 GMT
I have problems mounting a horse after following the instructions in the movie clip. My characters sink into the ground before they do the mount animation. When they finished Mounting the horse my character's feet seem to be in the right position but the body doesn't sit on the horses back but inside the horses belly. Can you help me solve this problem?
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Post by Flashcowboy on Oct 22, 2016 9:44:30 GMT
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Post by malbers on Nov 7, 2016 21:38:51 GMT
Try checking if your mounted layers is empty, if so
theres a File named "Mounted Layer 1" , duplicate that and rename it "Mounted Layer" and try the AddMounted layer Button
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Post by malbers on Nov 7, 2016 21:41:15 GMT
Hi Guys this is the new InvectorCompatible script for Invector 2.0
using UnityEngine; using System.Collections;
namespace Invector.CharacterController { public class InvectorCompatible14 : vThirdPersonInput { bool ismounted;
void LateUpdate() { if (ismounted) CameraInput1(); }
public void isMounted(bool ismounted) { this.ismounted = ismounted; tpCamera.ChangeState("Riding", ismounted); }
void CameraInput1() { if (tpCamera == null || cc.lockCamera) return;
var Y = rotateCameraYInput.GetAxis(); var X = rotateCameraXInput.GetAxis(); var zoom = cameraZoomInput.GetAxis();
tpCamera.RotateCamera(X, Y); tpCamera.Zoom(zoom);
// tranform Character direction from camera if not KeepDirection if (!keepDirection) cc.UpdateTargetDirection(tpCamera != null ? tpCamera.transform : null);
// rotate the character with the camera while strafing // RotateWithCamera(tpCamera != null ? tpCamera.transform : null);
// change keedDirection from input diference if (keepDirection && Vector2.Distance(cc.input, oldInput) > 0.2f) keepDirection = false; } } }
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Post by Invector on Nov 7, 2016 22:12:22 GMT
Nice!! thanks Malbers
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 8, 2016 20:57:12 GMT
Can't wait to get Horse animset pro, especially with 2.0
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Post by salman on Feb 24, 2017 11:18:23 GMT
I got the horse animset asset but when i try to apply the InvectorCompatible script, it doesn't show in the search bar. I also get error tpcamera == null is not available in this context. I also get error that rotate camera is also not available. What is wrong?
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Post by salman on Feb 24, 2017 11:43:20 GMT
I even started a new project and new scene and added a new third person controller but this is still not working and giving these errors.
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Post by dreadlord on Feb 24, 2017 20:54:25 GMT
Do you import the invector compatible scripts?(its not included in the main asset.
btw you should wait for the next release (3.0)
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Post by yondaime08 on Mar 2, 2017 4:22:04 GMT
MAKE SURE TO CLICK "Yes, I already made a backup" button once the package is done if it prompts you. The obsolete API's may be why you received a lot of script compiling errors.
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Post by chocolatka on Mar 5, 2017 21:05:40 GMT
whether it is possible to add the horse attack ?)
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Post by malbers on May 15, 2017 16:51:40 GMT
Guys good news , the integration with HorseAnimset Pro v3 is almost complete. You will be able to use Invector melee weapons, (Bow is not available yet on invector TCP) hope it will be soon ;) This time both Invector Controller and Rider Controller work seamless. (Available for no inventory and inventory system) (Also the Invector HUD is linked too Thanks V team for the public UnityEvents!!! they make things so much easier!! Pistol will be ready soon for the Shooter Template. (Pistol only, Rifle,shotgun, and sniper won't be included yet)
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