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Post by tharindu on May 15, 2017 18:01:12 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) Wow great news! I just started to work on my levels and use the horse although I got it fairly early. Glad to know that V3 is nearing release! I am really looking forward to the integration. For me, just the melee integration would do right now. Thanks a lot for this.
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Post by malbers on Jul 3, 2017 14:20:11 GMT
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Post by tharindu on Jul 3, 2017 14:27:40 GMT
Holy shit malbers! Awesome work!! Have you already submitted v3 to the asset store for review! ?
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Post by Invector on Jul 3, 2017 15:43:21 GMT
Outstanding work M!
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Post by malbers on Jul 21, 2017 14:32:35 GMT
Holy shit malbers! Awesome work!! Have you already submitted v3 to the asset store for review! ? Yes!! is out there ;) sorry for the late response.. if you have any issues please let me know!
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Post by G 4 greatness on Jul 24, 2017 19:36:34 GMT
please add a input for call horse like in witcher 3 which will spawn horse at input
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Post by equinox80 on Jul 26, 2017 17:15:50 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 Bow... must... have.... bow.. Lol, only thing keeping me from buying this right now. I'll be getting it soon though!
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Post by jrackley on Jul 26, 2017 17:39:03 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 Bow... must... have.... bow.. Lol, only thing keeping me from buying this right now. I'll be getting it soon though! So true, we have been patiently waiting for bow and swimming our selves. Not sure when @invector will release them, but hopefully sooner than later.
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Post by uberwiggett on Jul 28, 2017 13:59:08 GMT
having a lot of difficulty getting this to work properly in 1.1d, something goes wrong when I mount the horse and it is constantly heading sideways and I can't turn properly, and the combat system didn't want to work either. I've followed the video to the letter but still had issues. Tried to remake my player controller, but some reason when I tried to use the pistol from the package and move the default waypoint it would freeze/crash unity every time I stopped the preview mode. Eventually gave up for the night in frustration but I'll hit it again soon to see if I can figure out why.
Is anyone else having compatibility issues with X.Xd?
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jacob
New vMember
Posts: 10
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Post by jacob on Jul 29, 2017 1:16:57 GMT
Bow... must... have.... bow.. Lol, only thing keeping me from buying this right now. I'll be getting it soon though! So true, we have been patiently waiting for bow and swimming our selves. Not sure when @invector will release them, but hopefully sooner than later. Seeing as Swimming and Zipline are paid addons now I expect Archery might become a paid addon too.. I had hoped Swimming logic would have been included in the Locomotion and upwards assets.
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Post by uberwiggett on Jul 29, 2017 7:47:55 GMT
further update, Tried again to get it to work, but couldn't. I've also tried putting it on the 1.1c update project I have, using an iso camera but I am getting the same results.
In this video I don't change the camera state like the tutorial says because there is no Iso+Hap state, but I did change it in my 1.1d project and I get the same problem. The mount layer is in the animator controller and appears to run fine, but I don't know why the horse is sliding around diagonally. Anyone else with this issue? I wonder if it's conflicting with something... I do seem to have to import the standard assets for cross platform and camera in order to clear compile errors with HAP. is that the cause?
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Post by tharindu on Jul 29, 2017 8:29:57 GMT
further update, Tried again to get it to work, but couldn't. I've also tried putting it on the 1.1c update project I have, using an iso camera but I am getting the same results. In this video I don't change the camera state like the tutorial says because there is no Iso+Hap state, but I did change it in my 1.1d project and I get the same problem. The mount layer is in the animator controller and appears to run fine, but I don't know why the horse is sliding around diagonally. Anyone else with this issue? I wonder if it's conflicting with something... I do seem to have to import the standard assets for cross platform and camera in order to clear compile errors with HAP. is that the cause? Does the horse have a rigidbody of its own and does it have the constraints setup correctly ??
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Post by uberwiggett on Jul 29, 2017 9:08:40 GMT
SOLVED! Thanks tharindu, managed to solve it before I checked your response but you ARE on the right path. SO i tested out the demo scene that came with the integration, I couldn't see why the melee controller in the demo was working and mine wasn't. I put the controller into my scene and it still worked. I tried adjusting a bunch of settings on my controller to see if that changed anything, it didn't. Further investigation, I studied the mounting procedure in the preview. The demo controller mounts fine, but mine pushes the horse around and gives it that physics momentum that causes so much issue. I immediately thought it was the ragdoll, but the demo controller has it too! but upon closer inspection, there is a "disable collider" tick box on the ragdoll script that was checked on the demo controller, I ticked it on mine, and it now works! Wasn't something I saw covered in the tutorial video, so maybe it's auto ticked in another version of the template? Ohwell, problem solved, however now I have the issue of having to run the horse in a non camera input mode, using isometric camera (or even the melee + hap cam with a fixed angle) plays with the xbox control inputs so you onlycreep forward very slowly, but removing camera input means I can walk fast but up is always "horse forward" rather than screen up. image for reference:
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Post by uberwiggett on Jul 29, 2017 14:18:15 GMT
horsies are rad.
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Post by malbers on Aug 7, 2017 15:10:20 GMT
Sorry for getting late to the party, I'm glad you solve it!
As soon as I saw the push to the horse I knew it was the collider thingy ;)
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