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Post by Invector on Jul 20, 2016 20:56:33 GMT
To avoid creating unnecessary posts, take a look here before create a new thread INSTALLATION NOTES:
DEVELOPMENT
BASIC LOCOMOTION
MELEE COMBAT
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Post by winseral on May 26, 2018 4:44:34 GMT
Q. Using Invector.VCamera, How to enable and disable vThirdPersonCamera?
I have tried, set a GameObject and GetComponent<vThirdPersonCamera>().gameObject.SetActive(false); but this gives null exception.
What is the best way to do this?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 24, 2018 9:11:08 GMT
Potential glitch report regarding layers/tags
using a empty project with unity version 2018.1.0f2 and loading either invector melee 2.3.2 or shooter 1.1.4
i didnt notice this before due to not creating a from scratch project for so long, as my game project already has the layers, but see the picture, just completed import and where are the layers at berry strange or is this the minimum needed?
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Post by Invector on Jul 24, 2018 18:38:42 GMT
Use the Search tool of the Project tab to locate a package call 'vProjectSettings', import that and the template should run just fine
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 25, 2018 8:13:05 GMT
Use the Search tool of the Project tab to locate a package call 'vProjectSettings', import that and the template should run just fine ty
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Post by witcher on Jul 26, 2018 11:59:04 GMT
I think you should also mention how to send and receive damage
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shoop
New vMember
Posts: 1
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Post by shoop on Mar 29, 2020 20:53:46 GMT
Hi guys, I am a bit of a beginner at programming. I am trying to teleport the character via transform.position and rigidbody.position. The Character will however, snap back to its original position instantly. I also tried to set the rigidbody velocity to zero right after moving the character but it did not help.
how do I change position of the Character via script?
public Rigidbody rbCharacterThirdPerson;
public GameObject spawnChracterThirdPerson;
acterThirdPerson.position = spawnChracterThirdPerson.transform.position;
rbCharacterThirdPerson.velocity = Vector3.zero;
public GameObject CharacterThirdPerson;
public GameObject spawnChracterThirdPerson;
CharacterThirdPerson.transform.position = spawnChracterThurdPerson.transform.position;
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Post by xianno on Apr 22, 2020 14:00:27 GMT
Hi guys, I am a bit of a beginner at programming. I am trying to teleport the character via transform.position and rigidbody.position. The Character will however, snap back to its original position instantly. I also tried to set the rigidbody velocity to zero right after moving the character but it did not help. how do I change position of the Character via script? Did you tried methods from the LoadingScene system? If I'm right, you can choose a spawn point in Invector's LoadingScene script on vPortal prefab (don't remember the exact name sorry) If I was you, I may try to use those methods instead of mine. Tell me if it worked, I'm interrested to know please 
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zyger
New vMember
Posts: 4
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Post by zyger on May 7, 2020 13:06:30 GMT
Hello, so I am having an issue. I have increased my characters speed and jump forward distance. now whenever I jump and land the character bounces instead of just landing, this is very bizarre and i would love some help on this.
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Post by rh4invector on May 13, 2020 8:05:36 GMT
(Is this the best thread to ask general questions in?)
Is there a way to make the tag "LockMovement" also lock the players rotation. I mean, if you add this to a general animation, it locks the player from moving around, but they can still rotate. Or is there another tag for this?
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Post by Invector on May 13, 2020 11:40:58 GMT
(Is this the best thread to ask general questions in?) Is there a way to make the tag "LockMovement" also lock the players rotation. I mean, if you add this to a general animation, it locks the player from moving around, but they can still rotate. Or is there another tag for this? Use the " LockRotation" tag to well... lock the rotation 
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Post by rh4invector on May 14, 2020 4:16:14 GMT
Thanks, I just found the tutorial mentioning the "V Animator Tag" I have a few more questions: -How could I disable crouching entirely for a character? (Then, for that character, I will replace the button used for crouching for an extra attack, buy adding an animation event.) -How to disable automatically hiding weapons, so that the player must press "H" to hide a weapon (further explanation: invector.proboards.com/thread/3398/auto-hide-weapon-when-running)-The large Katana has different attack animations than the small Katana/Sword, but the large sword has the same attack animations as the small sword... after playing around, I don't know where to set this up... How can I have different weak (and strong attack) animations for different melee weapons? Also, is it possible to set different walk/run animations if for example a large two handed weapon is equipped?
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Post by rh4invector on May 14, 2020 4:26:17 GMT
Oh, also, how could I then make the large two handed weapon have a different "hide" / "put weapon away" animation than the small sword(s) ?
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Post by rh4invector on May 14, 2020 4:30:11 GMT
I made a custom weapon, and in the updated inventory, it's invisible (where you see the character). It equips correctly and everything in game, but for some reason I can't see it in the inventory animation. Any ideas? Has anyone else ran into this?
The answer to this is: You need to make sure your weapon (including the object itself) has the layer set to Ignore Raycast.
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Post by rh4invector on May 14, 2020 5:14:52 GMT
Thanks, I just found the tutorial mentioning the "V Animator Tag" I have a few more questions: -How could I disable crouching entirely for a character? (Then, for that character, I will replace the button used for crouching for an extra attack, buy adding an animation event.) -How to disable automatically hiding weapons, so that the player must press "H" to hide a weapon (further explanation: invector.proboards.com/thread/3398/auto-hide-weapon-when-running)-The large Katana has different attack animations than the small Katana/Sword, but the large sword has the same attack animations as the small sword... after playing around, I don't know where to set this up... How can I have different weak (and strong attack) animations for different melee weapons? Also, is it possible to set different walk/run animations if for example a large two handed weapon is equipped? About the two-handed weapon animations, can I simply make a substate called "2HandedWeaponAttack" under weak attacks, like there is in strong attacks? I'm guessing no, but after I do that, where would I link those animations to the two-handed large weapon I've created? And.. the same for making different animations for walking, hiding the weapon, etc. while this weapon is equipped. 
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